Shader "Hidden/Fast Approximate Anti-aliasing" {
	Properties {
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 12581
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			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 _MainTex_TexelSize;
						vec3 _QualitySettings;
						vec4 unused_0_2[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					ivec4 u_xlati2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					ivec2 u_xlati4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					float u_xlat10;
					float u_xlat11;
					vec2 u_xlat12;
					float u_xlat13;
					vec2 u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					int u_xlati20;
					float u_xlat21;
					bvec2 u_xlatb21;
					float u_xlat22;
					ivec2 u_xlati22;
					vec2 u_xlat23;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(0.0, 1.0, 1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat2 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(0.0, -1.0, -1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat1.x = max(u_xlat0.y, u_xlat2.y);
					    u_xlat19.x = min(u_xlat0.y, u_xlat2.y);
					    u_xlat1.x = max(u_xlat1.x, u_xlat1.y);
					    u_xlat19.x = min(u_xlat19.x, u_xlat1.y);
					    u_xlat28 = max(u_xlat3.y, u_xlat4.y);
					    u_xlat2.x = min(u_xlat3.y, u_xlat4.y);
					    u_xlat1.x = max(u_xlat1.x, u_xlat28);
					    u_xlat19.x = min(u_xlat19.x, u_xlat2.x);
					    u_xlat28 = u_xlat1.x * _QualitySettings.y;
					    u_xlat1.x = (-u_xlat19.x) + u_xlat1.x;
					    u_xlat19.x = max(u_xlat28, _QualitySettings.z);
					    u_xlatb19 = u_xlat1.x>=u_xlat19.x;
					    if(u_xlatb19){
					        u_xlat19.xy = vs_TEXCOORD0.xy + (-_MainTex_TexelSize.xy);
					        u_xlat5 = textureLod(_MainTex, u_xlat19.xy, 0.0);
					        u_xlat19.xy = vs_TEXCOORD0.xy + _MainTex_TexelSize.xy;
					        u_xlat6 = textureLod(_MainTex, u_xlat19.xy, 0.0);
					        u_xlat7 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					        u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					        u_xlat7 = textureLod(_MainTex, u_xlat7.zw, 0.0);
					        u_xlat19.x = u_xlat2.y + u_xlat4.y;
					        u_xlat28 = u_xlat1.y + u_xlat3.y;
					        u_xlat1.x = float(1.0) / u_xlat1.x;
					        u_xlat2.x = u_xlat28 + u_xlat19.x;
					        u_xlat19.x = u_xlat0.y * -2.0 + u_xlat19.x;
					        u_xlat28 = u_xlat0.y * -2.0 + u_xlat28;
					        u_xlat20 = u_xlat6.y + u_xlat8.y;
					        u_xlat29 = u_xlat5.y + u_xlat8.y;
					        u_xlat3.x = u_xlat1.y * -2.0 + u_xlat20;
					        u_xlat29 = u_xlat4.y * -2.0 + u_xlat29;
					        u_xlat21 = u_xlat5.y + u_xlat7.y;
					        u_xlat30 = u_xlat6.y + u_xlat7.y;
					        u_xlat19.x = abs(u_xlat19.x) * 2.0 + abs(u_xlat3.x);
					        u_xlat28 = abs(u_xlat28) * 2.0 + abs(u_xlat29);
					        u_xlat29 = u_xlat3.y * -2.0 + u_xlat21;
					        u_xlat3.x = u_xlat2.y * -2.0 + u_xlat30;
					        u_xlat19.x = u_xlat19.x + abs(u_xlat29);
					        u_xlat28 = u_xlat28 + abs(u_xlat3.x);
					        u_xlat20 = u_xlat20 + u_xlat21;
					        u_xlatb19 = u_xlat19.x>=u_xlat28;
					        u_xlat28 = u_xlat2.x * 2.0 + u_xlat20;
					        u_xlat2.x = (u_xlatb19) ? u_xlat4.y : u_xlat3.y;
					        u_xlat10 = (u_xlatb19) ? u_xlat2.y : u_xlat1.y;
					        u_xlat11 = (u_xlatb19) ? _MainTex_TexelSize.y : _MainTex_TexelSize.x;
					        u_xlat28 = u_xlat28 * 0.0833333358 + (-u_xlat0.y);
					        u_xlat20 = (-u_xlat0.y) + u_xlat2.x;
					        u_xlat29 = (-u_xlat0.y) + u_xlat10;
					        u_xlat2.x = u_xlat0.y + u_xlat2.x;
					        u_xlat10 = u_xlat0.y + u_xlat10;
					        u_xlatb3 = abs(u_xlat20)>=abs(u_xlat29);
					        u_xlat20 = max(abs(u_xlat29), abs(u_xlat20));
					        u_xlat11 = (u_xlatb3) ? (-u_xlat11) : u_xlat11;
					        u_xlat1.x = u_xlat1.x * abs(u_xlat28);
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat28 = u_xlatb19 ? _MainTex_TexelSize.x : float(0.0);
					        u_xlat29 = (u_xlatb19) ? 0.0 : _MainTex_TexelSize.y;
					        u_xlat12.xy = vec2(u_xlat11) * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat12.x = (u_xlatb19) ? vs_TEXCOORD0.x : u_xlat12.x;
					        u_xlat21 = (u_xlatb19) ? u_xlat12.y : vs_TEXCOORD0.y;
					        u_xlat4.x = (-u_xlat28) + u_xlat12.x;
					        u_xlat4.y = (-u_xlat29) + u_xlat21;
					        u_xlat5.x = u_xlat28 + u_xlat12.x;
					        u_xlat5.y = u_xlat29 + u_xlat21;
					        u_xlat12.x = u_xlat1.x * -2.0 + 3.0;
					        u_xlat6 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					        u_xlat1.x = u_xlat1.x * u_xlat1.x;
					        u_xlat7 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat10 = (u_xlatb3) ? u_xlat2.x : u_xlat10;
					        u_xlat2.x = u_xlat20 * 0.25;
					        u_xlat20 = (-u_xlat10) * 0.5 + u_xlat0.y;
					        u_xlat1.x = u_xlat1.x * u_xlat12.x;
					        u_xlati20 = int((u_xlat20<0.0) ? 0xFFFFFFFFu : uint(0));
					        u_xlat3.y = (-u_xlat10) * 0.5 + u_xlat6.y;
					        u_xlat3.x = (-u_xlat10) * 0.5 + u_xlat7.y;
					        u_xlati22.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyx), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					        u_xlat23.x = (-u_xlat28) + u_xlat4.x;
					        u_xlat23.x = (u_xlati22.x != 0) ? u_xlat4.x : u_xlat23.x;
					        u_xlat4.x = (-u_xlat29) + u_xlat4.y;
					        u_xlat23.y = (u_xlati22.x != 0) ? u_xlat4.y : u_xlat4.x;
					        u_xlati4.xy = ~(u_xlati22.xy);
					        u_xlati4.x = int(uint(u_xlati4.y) | uint(u_xlati4.x));
					        u_xlat13 = u_xlat28 + u_xlat5.x;
					        u_xlat6.x = (u_xlati22.y != 0) ? u_xlat5.x : u_xlat13;
					        u_xlat13 = u_xlat29 + u_xlat5.y;
					        u_xlat6.y = (u_xlati22.y != 0) ? u_xlat5.y : u_xlat13;
					        if(u_xlati4.x != 0) {
					            if(u_xlati22.x == 0) {
					                u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					            } else {
					                u_xlat7.x = u_xlat3.y;
					            }
					            if(u_xlati22.y == 0) {
					                u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					            }
					            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat7.x;
					            u_xlat3.y = (u_xlati22.x != 0) ? u_xlat7.x : u_xlat4.x;
					            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					            u_xlat3.x = (u_xlati22.y != 0) ? u_xlat3.x : u_xlat4.x;
					            u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					            u_xlat22 = (-u_xlat28) + u_xlat23.x;
					            u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					            u_xlat22 = (-u_xlat29) + u_xlat23.y;
					            u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					            u_xlati22.xy = ~(u_xlati4.xy);
					            u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					            u_xlat31 = u_xlat28 + u_xlat6.x;
					            u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					            u_xlat31 = u_xlat29 + u_xlat6.y;
					            u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					            if(u_xlati22.x != 0) {
					                if(u_xlati4.x == 0) {
					                    u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                } else {
					                    u_xlat7.x = u_xlat3.y;
					                }
					                if(u_xlati4.y == 0) {
					                    u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                }
					                u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                u_xlat22 = (-u_xlat28) + u_xlat23.x;
					                u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                u_xlat22 = (-u_xlat29) + u_xlat23.y;
					                u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                u_xlati22.xy = ~(u_xlati4.xy);
					                u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                u_xlat31 = u_xlat28 + u_xlat6.x;
					                u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                u_xlat31 = u_xlat29 + u_xlat6.y;
					                u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                if(u_xlati22.x != 0) {
					                    if(u_xlati4.x == 0) {
					                        u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                    } else {
					                        u_xlat7.x = u_xlat3.y;
					                    }
					                    if(u_xlati4.y == 0) {
					                        u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                    }
					                    u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                    u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                    u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                    u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                    u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                    u_xlat22 = (-u_xlat28) + u_xlat23.x;
					                    u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                    u_xlat22 = (-u_xlat29) + u_xlat23.y;
					                    u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                    u_xlati22.xy = ~(u_xlati4.xy);
					                    u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                    u_xlat31 = u_xlat28 + u_xlat6.x;
					                    u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                    u_xlat31 = u_xlat29 + u_xlat6.y;
					                    u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                    if(u_xlati22.x != 0) {
					                        if(u_xlati4.x == 0) {
					                            u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                        } else {
					                            u_xlat7.x = u_xlat3.y;
					                        }
					                        if(u_xlati4.y == 0) {
					                            u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                        }
					                        u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                        u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                        u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                        u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                        u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                        u_xlat22 = (-u_xlat28) * 1.5 + u_xlat23.x;
					                        u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                        u_xlat22 = (-u_xlat29) * 1.5 + u_xlat23.y;
					                        u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                        u_xlati22.xy = ~(u_xlati4.xy);
					                        u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                        u_xlat31 = u_xlat28 * 1.5 + u_xlat6.x;
					                        u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                        u_xlat31 = u_xlat29 * 1.5 + u_xlat6.y;
					                        u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                        if(u_xlati22.x != 0) {
					                            if(u_xlati4.x == 0) {
					                                u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                            } else {
					                                u_xlat7.x = u_xlat3.y;
					                            }
					                            if(u_xlati4.y == 0) {
					                                u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                            }
					                            u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                            u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                            u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                            u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                            u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                            u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                            u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                            u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                            u_xlati22.xy = ~(u_xlati4.xy);
					                            u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                            u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                            u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                            u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                            u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                            if(u_xlati22.x != 0) {
					                                if(u_xlati4.x == 0) {
					                                    u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                } else {
					                                    u_xlat7.x = u_xlat3.y;
					                                }
					                                if(u_xlati4.y == 0) {
					                                    u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                }
					                                u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                                u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                                u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                u_xlati22.xy = ~(u_xlati4.xy);
					                                u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                                u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                                u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                if(u_xlati22.x != 0) {
					                                    if(u_xlati4.x == 0) {
					                                        u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                    } else {
					                                        u_xlat7.x = u_xlat3.y;
					                                    }
					                                    if(u_xlati4.y == 0) {
					                                        u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                    }
					                                    u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                    u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                    u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                    u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                    u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                    u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                                    u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                    u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                                    u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                    u_xlati22.xy = ~(u_xlati4.xy);
					                                    u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                    u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                                    u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                    u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                                    u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                    if(u_xlati22.x != 0) {
					                                        if(u_xlati4.x == 0) {
					                                            u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                        } else {
					                                            u_xlat7.x = u_xlat3.y;
					                                        }
					                                        if(u_xlati4.y == 0) {
					                                            u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                        }
					                                        u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                        u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                        u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                        u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                        u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                        u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                                        u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                        u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                                        u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                        u_xlati22.xy = ~(u_xlati4.xy);
					                                        u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                        u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                                        u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                        u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                                        u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                        if(u_xlati22.x != 0) {
					                                            if(u_xlati4.x == 0) {
					                                                u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                            } else {
					                                                u_xlat7.x = u_xlat3.y;
					                                            }
					                                            if(u_xlati4.y == 0) {
					                                                u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                            }
					                                            u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                            u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                            u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                            u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                            u_xlat22 = (-u_xlat28) * 4.0 + u_xlat23.x;
					                                            u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                            u_xlat22 = (-u_xlat29) * 4.0 + u_xlat23.y;
					                                            u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                            u_xlati22.xy = ~(u_xlati4.xy);
					                                            u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                            u_xlat31 = u_xlat28 * 4.0 + u_xlat6.x;
					                                            u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                            u_xlat31 = u_xlat29 * 4.0 + u_xlat6.y;
					                                            u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                            if(u_xlati22.x != 0) {
					                                                if(u_xlati4.x == 0) {
					                                                    u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                                } else {
					                                                    u_xlat7.x = u_xlat3.y;
					                                                }
					                                                if(u_xlati4.y == 0) {
					                                                    u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                                }
					                                                u_xlat21 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                                u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat21;
					                                                u_xlat10 = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                                u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat10;
					                                                u_xlatb21.xy = greaterThanEqual(abs(u_xlat3.yxyx), u_xlat2.xxxx).xy;
					                                                u_xlat10 = (-u_xlat28) * 8.0 + u_xlat23.x;
					                                                u_xlat23.x = (u_xlatb21.x) ? u_xlat23.x : u_xlat10;
					                                                u_xlat10 = (-u_xlat29) * 8.0 + u_xlat23.y;
					                                                u_xlat23.y = (u_xlatb21.x) ? u_xlat23.y : u_xlat10;
					                                                u_xlat10 = u_xlat28 * 8.0 + u_xlat6.x;
					                                                u_xlat6.x = (u_xlatb21.y) ? u_xlat6.x : u_xlat10;
					                                                u_xlat10 = u_xlat29 * 8.0 + u_xlat6.y;
					                                                u_xlat6.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat10;
					                                            }
					                                        }
					                                    }
					                                }
					                            }
					                        }
					                    }
					                }
					            }
					        }
					        u_xlat10 = (-u_xlat23.x) + vs_TEXCOORD0.x;
					        u_xlat28 = u_xlat6.x + (-vs_TEXCOORD0.x);
					        u_xlat2.x = (-u_xlat23.y) + vs_TEXCOORD0.y;
					        u_xlat10 = (u_xlatb19) ? u_xlat10 : u_xlat2.x;
					        u_xlat2.x = u_xlat6.y + (-vs_TEXCOORD0.y);
					        u_xlat28 = (u_xlatb19) ? u_xlat28 : u_xlat2.x;
					        u_xlati2.xw = ivec2(uvec2(lessThan(u_xlat3.yyyx, vec4(0.0, 0.0, 0.0, 0.0)).xw) * 0xFFFFFFFFu);
					        u_xlat3.x = u_xlat10 + u_xlat28;
					        u_xlatb2.xz = notEqual(ivec4(u_xlati20), u_xlati2.xxwx).xz;
					        u_xlat29 = float(1.0) / u_xlat3.x;
					        u_xlatb3 = u_xlat10<u_xlat28;
					        u_xlat10 = min(u_xlat28, u_xlat10);
					        u_xlatb28 = (u_xlatb3) ? u_xlatb2.x : u_xlatb2.z;
					        u_xlat1.x = u_xlat1.x * u_xlat1.x;
					        u_xlat10 = u_xlat10 * (-u_xlat29) + 0.5;
					        u_xlat1.x = u_xlat1.x * _QualitySettings.x;
					        u_xlat10 = u_xlatb28 ? u_xlat10 : float(0.0);
					        u_xlat1.x = max(u_xlat1.x, u_xlat10);
					        u_xlat1.xy = u_xlat1.xx * vec2(u_xlat11) + vs_TEXCOORD0.xy;
					        u_xlat2.x = (u_xlatb19) ? vs_TEXCOORD0.x : u_xlat1.x;
					        u_xlat2.y = (u_xlatb19) ? u_xlat1.y : vs_TEXCOORD0.y;
					        u_xlat1 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					        SV_Target0.xyz = u_xlat1.xyz;
					        SV_Target0.w = u_xlat0.y;
					    } else {
					        SV_Target0 = 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 _MainTex_TexelSize;
						vec3 _QualitySettings;
						vec4 unused_0_2[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					ivec4 u_xlati2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					ivec2 u_xlati4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					float u_xlat10;
					float u_xlat11;
					vec2 u_xlat12;
					float u_xlat13;
					vec2 u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					int u_xlati20;
					float u_xlat21;
					bvec2 u_xlatb21;
					float u_xlat22;
					ivec2 u_xlati22;
					vec2 u_xlat23;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(0.0, 1.0, 1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat2 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(0.0, -1.0, -1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat1.x = max(u_xlat0.y, u_xlat2.y);
					    u_xlat19.x = min(u_xlat0.y, u_xlat2.y);
					    u_xlat1.x = max(u_xlat1.x, u_xlat1.y);
					    u_xlat19.x = min(u_xlat19.x, u_xlat1.y);
					    u_xlat28 = max(u_xlat3.y, u_xlat4.y);
					    u_xlat2.x = min(u_xlat3.y, u_xlat4.y);
					    u_xlat1.x = max(u_xlat1.x, u_xlat28);
					    u_xlat19.x = min(u_xlat19.x, u_xlat2.x);
					    u_xlat28 = u_xlat1.x * _QualitySettings.y;
					    u_xlat1.x = (-u_xlat19.x) + u_xlat1.x;
					    u_xlat19.x = max(u_xlat28, _QualitySettings.z);
					    u_xlatb19 = u_xlat1.x>=u_xlat19.x;
					    if(u_xlatb19){
					        u_xlat19.xy = vs_TEXCOORD0.xy + (-_MainTex_TexelSize.xy);
					        u_xlat5 = textureLod(_MainTex, u_xlat19.xy, 0.0);
					        u_xlat19.xy = vs_TEXCOORD0.xy + _MainTex_TexelSize.xy;
					        u_xlat6 = textureLod(_MainTex, u_xlat19.xy, 0.0);
					        u_xlat7 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					        u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					        u_xlat7 = textureLod(_MainTex, u_xlat7.zw, 0.0);
					        u_xlat19.x = u_xlat2.y + u_xlat4.y;
					        u_xlat28 = u_xlat1.y + u_xlat3.y;
					        u_xlat1.x = float(1.0) / u_xlat1.x;
					        u_xlat2.x = u_xlat28 + u_xlat19.x;
					        u_xlat19.x = u_xlat0.y * -2.0 + u_xlat19.x;
					        u_xlat28 = u_xlat0.y * -2.0 + u_xlat28;
					        u_xlat20 = u_xlat6.y + u_xlat8.y;
					        u_xlat29 = u_xlat5.y + u_xlat8.y;
					        u_xlat3.x = u_xlat1.y * -2.0 + u_xlat20;
					        u_xlat29 = u_xlat4.y * -2.0 + u_xlat29;
					        u_xlat21 = u_xlat5.y + u_xlat7.y;
					        u_xlat30 = u_xlat6.y + u_xlat7.y;
					        u_xlat19.x = abs(u_xlat19.x) * 2.0 + abs(u_xlat3.x);
					        u_xlat28 = abs(u_xlat28) * 2.0 + abs(u_xlat29);
					        u_xlat29 = u_xlat3.y * -2.0 + u_xlat21;
					        u_xlat3.x = u_xlat2.y * -2.0 + u_xlat30;
					        u_xlat19.x = u_xlat19.x + abs(u_xlat29);
					        u_xlat28 = u_xlat28 + abs(u_xlat3.x);
					        u_xlat20 = u_xlat20 + u_xlat21;
					        u_xlatb19 = u_xlat19.x>=u_xlat28;
					        u_xlat28 = u_xlat2.x * 2.0 + u_xlat20;
					        u_xlat2.x = (u_xlatb19) ? u_xlat4.y : u_xlat3.y;
					        u_xlat10 = (u_xlatb19) ? u_xlat2.y : u_xlat1.y;
					        u_xlat11 = (u_xlatb19) ? _MainTex_TexelSize.y : _MainTex_TexelSize.x;
					        u_xlat28 = u_xlat28 * 0.0833333358 + (-u_xlat0.y);
					        u_xlat20 = (-u_xlat0.y) + u_xlat2.x;
					        u_xlat29 = (-u_xlat0.y) + u_xlat10;
					        u_xlat2.x = u_xlat0.y + u_xlat2.x;
					        u_xlat10 = u_xlat0.y + u_xlat10;
					        u_xlatb3 = abs(u_xlat20)>=abs(u_xlat29);
					        u_xlat20 = max(abs(u_xlat29), abs(u_xlat20));
					        u_xlat11 = (u_xlatb3) ? (-u_xlat11) : u_xlat11;
					        u_xlat1.x = u_xlat1.x * abs(u_xlat28);
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat28 = u_xlatb19 ? _MainTex_TexelSize.x : float(0.0);
					        u_xlat29 = (u_xlatb19) ? 0.0 : _MainTex_TexelSize.y;
					        u_xlat12.xy = vec2(u_xlat11) * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat12.x = (u_xlatb19) ? vs_TEXCOORD0.x : u_xlat12.x;
					        u_xlat21 = (u_xlatb19) ? u_xlat12.y : vs_TEXCOORD0.y;
					        u_xlat4.x = (-u_xlat28) + u_xlat12.x;
					        u_xlat4.y = (-u_xlat29) + u_xlat21;
					        u_xlat5.x = u_xlat28 + u_xlat12.x;
					        u_xlat5.y = u_xlat29 + u_xlat21;
					        u_xlat12.x = u_xlat1.x * -2.0 + 3.0;
					        u_xlat6 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					        u_xlat1.x = u_xlat1.x * u_xlat1.x;
					        u_xlat7 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat10 = (u_xlatb3) ? u_xlat2.x : u_xlat10;
					        u_xlat2.x = u_xlat20 * 0.25;
					        u_xlat20 = (-u_xlat10) * 0.5 + u_xlat0.y;
					        u_xlat1.x = u_xlat1.x * u_xlat12.x;
					        u_xlati20 = int((u_xlat20<0.0) ? 0xFFFFFFFFu : uint(0));
					        u_xlat3.y = (-u_xlat10) * 0.5 + u_xlat6.y;
					        u_xlat3.x = (-u_xlat10) * 0.5 + u_xlat7.y;
					        u_xlati22.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyx), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					        u_xlat23.x = (-u_xlat28) + u_xlat4.x;
					        u_xlat23.x = (u_xlati22.x != 0) ? u_xlat4.x : u_xlat23.x;
					        u_xlat4.x = (-u_xlat29) + u_xlat4.y;
					        u_xlat23.y = (u_xlati22.x != 0) ? u_xlat4.y : u_xlat4.x;
					        u_xlati4.xy = ~(u_xlati22.xy);
					        u_xlati4.x = int(uint(u_xlati4.y) | uint(u_xlati4.x));
					        u_xlat13 = u_xlat28 + u_xlat5.x;
					        u_xlat6.x = (u_xlati22.y != 0) ? u_xlat5.x : u_xlat13;
					        u_xlat13 = u_xlat29 + u_xlat5.y;
					        u_xlat6.y = (u_xlati22.y != 0) ? u_xlat5.y : u_xlat13;
					        if(u_xlati4.x != 0) {
					            if(u_xlati22.x == 0) {
					                u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					            } else {
					                u_xlat7.x = u_xlat3.y;
					            }
					            if(u_xlati22.y == 0) {
					                u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					            }
					            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat7.x;
					            u_xlat3.y = (u_xlati22.x != 0) ? u_xlat7.x : u_xlat4.x;
					            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					            u_xlat3.x = (u_xlati22.y != 0) ? u_xlat3.x : u_xlat4.x;
					            u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					            u_xlat22 = (-u_xlat28) + u_xlat23.x;
					            u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					            u_xlat22 = (-u_xlat29) + u_xlat23.y;
					            u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					            u_xlati22.xy = ~(u_xlati4.xy);
					            u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					            u_xlat31 = u_xlat28 + u_xlat6.x;
					            u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					            u_xlat31 = u_xlat29 + u_xlat6.y;
					            u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					            if(u_xlati22.x != 0) {
					                if(u_xlati4.x == 0) {
					                    u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                } else {
					                    u_xlat7.x = u_xlat3.y;
					                }
					                if(u_xlati4.y == 0) {
					                    u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                }
					                u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                u_xlat22 = (-u_xlat28) + u_xlat23.x;
					                u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                u_xlat22 = (-u_xlat29) + u_xlat23.y;
					                u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                u_xlati22.xy = ~(u_xlati4.xy);
					                u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                u_xlat31 = u_xlat28 + u_xlat6.x;
					                u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                u_xlat31 = u_xlat29 + u_xlat6.y;
					                u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                if(u_xlati22.x != 0) {
					                    if(u_xlati4.x == 0) {
					                        u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                    } else {
					                        u_xlat7.x = u_xlat3.y;
					                    }
					                    if(u_xlati4.y == 0) {
					                        u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                    }
					                    u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                    u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                    u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                    u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                    u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                    u_xlat22 = (-u_xlat28) + u_xlat23.x;
					                    u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                    u_xlat22 = (-u_xlat29) + u_xlat23.y;
					                    u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                    u_xlati22.xy = ~(u_xlati4.xy);
					                    u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                    u_xlat31 = u_xlat28 + u_xlat6.x;
					                    u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                    u_xlat31 = u_xlat29 + u_xlat6.y;
					                    u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                    if(u_xlati22.x != 0) {
					                        if(u_xlati4.x == 0) {
					                            u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                        } else {
					                            u_xlat7.x = u_xlat3.y;
					                        }
					                        if(u_xlati4.y == 0) {
					                            u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                        }
					                        u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                        u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                        u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                        u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                        u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                        u_xlat22 = (-u_xlat28) * 1.5 + u_xlat23.x;
					                        u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                        u_xlat22 = (-u_xlat29) * 1.5 + u_xlat23.y;
					                        u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                        u_xlati22.xy = ~(u_xlati4.xy);
					                        u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                        u_xlat31 = u_xlat28 * 1.5 + u_xlat6.x;
					                        u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                        u_xlat31 = u_xlat29 * 1.5 + u_xlat6.y;
					                        u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                        if(u_xlati22.x != 0) {
					                            if(u_xlati4.x == 0) {
					                                u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                            } else {
					                                u_xlat7.x = u_xlat3.y;
					                            }
					                            if(u_xlati4.y == 0) {
					                                u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                            }
					                            u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                            u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                            u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                            u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                            u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                            u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                            u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                            u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                            u_xlati22.xy = ~(u_xlati4.xy);
					                            u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                            u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                            u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                            u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                            u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                            if(u_xlati22.x != 0) {
					                                if(u_xlati4.x == 0) {
					                                    u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                } else {
					                                    u_xlat7.x = u_xlat3.y;
					                                }
					                                if(u_xlati4.y == 0) {
					                                    u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                }
					                                u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                                u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                                u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                u_xlati22.xy = ~(u_xlati4.xy);
					                                u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                                u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                                u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                if(u_xlati22.x != 0) {
					                                    if(u_xlati4.x == 0) {
					                                        u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                    } else {
					                                        u_xlat7.x = u_xlat3.y;
					                                    }
					                                    if(u_xlati4.y == 0) {
					                                        u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                    }
					                                    u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                    u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                    u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                    u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                    u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                    u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                                    u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                    u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                                    u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                    u_xlati22.xy = ~(u_xlati4.xy);
					                                    u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                    u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                                    u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                    u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                                    u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                    if(u_xlati22.x != 0) {
					                                        if(u_xlati4.x == 0) {
					                                            u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                        } else {
					                                            u_xlat7.x = u_xlat3.y;
					                                        }
					                                        if(u_xlati4.y == 0) {
					                                            u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                        }
					                                        u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                        u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                        u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                        u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                        u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                        u_xlat22 = (-u_xlat28) * 2.0 + u_xlat23.x;
					                                        u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                        u_xlat22 = (-u_xlat29) * 2.0 + u_xlat23.y;
					                                        u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                        u_xlati22.xy = ~(u_xlati4.xy);
					                                        u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                        u_xlat31 = u_xlat28 * 2.0 + u_xlat6.x;
					                                        u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                        u_xlat31 = u_xlat29 * 2.0 + u_xlat6.y;
					                                        u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                        if(u_xlati22.x != 0) {
					                                            if(u_xlati4.x == 0) {
					                                                u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                            } else {
					                                                u_xlat7.x = u_xlat3.y;
					                                            }
					                                            if(u_xlati4.y == 0) {
					                                                u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                            }
					                                            u_xlat22 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                            u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat22;
					                                            u_xlat4.x = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                            u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat4.x;
					                                            u_xlati4.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.yxyy), u_xlat2.xxxx).xy) * 0xFFFFFFFFu);
					                                            u_xlat22 = (-u_xlat28) * 4.0 + u_xlat23.x;
					                                            u_xlat23.x = (u_xlati4.x != 0) ? u_xlat23.x : u_xlat22;
					                                            u_xlat22 = (-u_xlat29) * 4.0 + u_xlat23.y;
					                                            u_xlat23.y = (u_xlati4.x != 0) ? u_xlat23.y : u_xlat22;
					                                            u_xlati22.xy = ~(u_xlati4.xy);
					                                            u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x));
					                                            u_xlat31 = u_xlat28 * 4.0 + u_xlat6.x;
					                                            u_xlat6.x = (u_xlati4.y != 0) ? u_xlat6.x : u_xlat31;
					                                            u_xlat31 = u_xlat29 * 4.0 + u_xlat6.y;
					                                            u_xlat6.y = (u_xlati4.y != 0) ? u_xlat6.y : u_xlat31;
					                                            if(u_xlati22.x != 0) {
					                                                if(u_xlati4.x == 0) {
					                                                    u_xlat7 = textureLod(_MainTex, u_xlat23.xy, 0.0).yxzw;
					                                                } else {
					                                                    u_xlat7.x = u_xlat3.y;
					                                                }
					                                                if(u_xlati4.y == 0) {
					                                                    u_xlat3 = textureLod(_MainTex, u_xlat6.xy, 0.0).yxzw;
					                                                }
					                                                u_xlat21 = (-u_xlat10) * 0.5 + u_xlat7.x;
					                                                u_xlat3.y = (u_xlati4.x != 0) ? u_xlat7.x : u_xlat21;
					                                                u_xlat10 = (-u_xlat10) * 0.5 + u_xlat3.x;
					                                                u_xlat3.x = (u_xlati4.y != 0) ? u_xlat3.x : u_xlat10;
					                                                u_xlatb21.xy = greaterThanEqual(abs(u_xlat3.yxyx), u_xlat2.xxxx).xy;
					                                                u_xlat10 = (-u_xlat28) * 8.0 + u_xlat23.x;
					                                                u_xlat23.x = (u_xlatb21.x) ? u_xlat23.x : u_xlat10;
					                                                u_xlat10 = (-u_xlat29) * 8.0 + u_xlat23.y;
					                                                u_xlat23.y = (u_xlatb21.x) ? u_xlat23.y : u_xlat10;
					                                                u_xlat10 = u_xlat28 * 8.0 + u_xlat6.x;
					                                                u_xlat6.x = (u_xlatb21.y) ? u_xlat6.x : u_xlat10;
					                                                u_xlat10 = u_xlat29 * 8.0 + u_xlat6.y;
					                                                u_xlat6.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat10;
					                                            }
					                                        }
					                                    }
					                                }
					                            }
					                        }
					                    }
					                }
					            }
					        }
					        u_xlat10 = (-u_xlat23.x) + vs_TEXCOORD0.x;
					        u_xlat28 = u_xlat6.x + (-vs_TEXCOORD0.x);
					        u_xlat2.x = (-u_xlat23.y) + vs_TEXCOORD0.y;
					        u_xlat10 = (u_xlatb19) ? u_xlat10 : u_xlat2.x;
					        u_xlat2.x = u_xlat6.y + (-vs_TEXCOORD0.y);
					        u_xlat28 = (u_xlatb19) ? u_xlat28 : u_xlat2.x;
					        u_xlati2.xw = ivec2(uvec2(lessThan(u_xlat3.yyyx, vec4(0.0, 0.0, 0.0, 0.0)).xw) * 0xFFFFFFFFu);
					        u_xlat3.x = u_xlat10 + u_xlat28;
					        u_xlatb2.xz = notEqual(ivec4(u_xlati20), u_xlati2.xxwx).xz;
					        u_xlat29 = float(1.0) / u_xlat3.x;
					        u_xlatb3 = u_xlat10<u_xlat28;
					        u_xlat10 = min(u_xlat28, u_xlat10);
					        u_xlatb28 = (u_xlatb3) ? u_xlatb2.x : u_xlatb2.z;
					        u_xlat1.x = u_xlat1.x * u_xlat1.x;
					        u_xlat10 = u_xlat10 * (-u_xlat29) + 0.5;
					        u_xlat1.x = u_xlat1.x * _QualitySettings.x;
					        u_xlat10 = u_xlatb28 ? u_xlat10 : float(0.0);
					        u_xlat1.x = max(u_xlat1.x, u_xlat10);
					        u_xlat1.xy = u_xlat1.xx * vec2(u_xlat11) + vs_TEXCOORD0.xy;
					        u_xlat2.x = (u_xlatb19) ? vs_TEXCOORD0.x : u_xlat1.x;
					        u_xlat2.y = (u_xlatb19) ? u_xlat1.y : vs_TEXCOORD0.y;
					        u_xlat1 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					        SV_Target0.xyz = u_xlat1.xyz;
					        SV_Target0.w = u_xlat0.y;
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
	}
}