Shader "Hidden/HxVolumetricApplyRenderQueue" {
	Properties {
	}
	SubShader {
		Tags { "QUEUE" = "Transparent-5" }
		Pass {
			Tags { "QUEUE" = "Transparent-5" }
			Blend One One, One One
			ZTest Always
			ZWrite Off
			GpuProgramID 36926
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					out vec4 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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD0.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec2 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_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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    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_xlat4.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat4.xy;
					    vs_TEXCOORD0.zw = u_xlat0.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D VolumetricTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_TARGET0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat4 = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat1 = texture(VolumetricTexture, u_xlat0.xy);
					    u_xlat0.x = sin(u_xlat4);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.00065359479 + -0.000326797395;
					    SV_TARGET0.xyz = u_xlat0.xxx + u_xlat1.xyz;
					    SV_TARGET0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D VolumetricTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_TARGET0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat4 = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat1 = texture(VolumetricTexture, u_xlat0.xy);
					    u_xlat0.x = sin(u_xlat4);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.00065359479 + -0.000326797395;
					    SV_TARGET0.xyz = u_xlat0.xxx + u_xlat1.xyz;
					    SV_TARGET0.w = u_xlat1.w;
					    return;
					}"
				}
			}
		}
	}
}