Shader "Hidden/PostProcessing/Bloom" {
	Properties {
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 24493
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[2];
						vec4 _Threshold;
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _AutoExposureTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat7;
					float u_xlat19;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, -0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * vec4(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-0.5, 0.5, 0.5, 0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat1 = u_xlat1 * vec4(_RenderViewportScaleFactor);
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat0 = u_xlat0 + u_xlat2;
					    u_xlat0 = u_xlat1 + u_xlat0;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_MainTex_TexelSize.xy);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = _MainTex_TexelSize.xyxy * vec4(0.0, -1.0, 1.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * vec4(_RenderViewportScaleFactor);
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat2 = u_xlat2 + u_xlat3;
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat3.xy = vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat3.xy = u_xlat3.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(-1.0, 0.0, 1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * vec4(_RenderViewportScaleFactor);
					    u_xlat5 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4 = texture(_MainTex, u_xlat4.zw);
					    u_xlat1 = u_xlat1 + u_xlat5;
					    u_xlat5 = u_xlat3 + u_xlat5;
					    u_xlat1 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125);
					    u_xlat0 = u_xlat0 * vec4(0.125, 0.125, 0.125, 0.125) + u_xlat1;
					    u_xlat1 = u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat3 + u_xlat4;
					    u_xlat1 = u_xlat3 + u_xlat1;
					    u_xlat0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-1.0, 1.0, 0.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat1 = u_xlat1 * vec4(_RenderViewportScaleFactor);
					    u_xlat3 = texture(_MainTex, u_xlat1.zw);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat4 = u_xlat3 + u_xlat5;
					    u_xlat1 = u_xlat1 + u_xlat4;
					    u_xlat0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    u_xlat1.xy = vs_TEXCOORD0.xy + _MainTex_TexelSize.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat3 + u_xlat1;
					    u_xlat0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    u_xlat0 = min(u_xlat0, vec4(65504.0, 65504.0, 65504.0, 65504.0));
					    u_xlat1 = texture(_AutoExposureTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = min(u_xlat0, _Params.xxxx);
					    u_xlat1.x = max(u_xlat0.y, u_xlat0.x);
					    u_xlat1.x = max(u_xlat0.z, u_xlat1.x);
					    u_xlat1.yz = u_xlat1.xx + (-_Threshold.yx);
					    u_xlat1.xy = max(u_xlat1.xy, vec2(9.99999975e-05, 0.0));
					    u_xlat7 = min(u_xlat1.y, _Threshold.z);
					    u_xlat19 = u_xlat7 * _Threshold.w;
					    u_xlat7 = u_xlat7 * u_xlat19;
					    u_xlat7 = max(u_xlat1.z, u_xlat7);
					    u_xlat1.x = u_xlat7 / u_xlat1.x;
					    SV_Target0 = u_xlat0 * u_xlat1.xxxx;
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[2];
						vec4 _Threshold;
						vec4 _Params;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _AutoExposureTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					float u_xlat25;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(2.0, -1.0, -1.0, -0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat9.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati1].xy;
					    u_xlat0 = u_xlat0 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat2 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(1.0, -0.5, -2.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat4 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3 = texture(_MainTex, u_xlat3.zw);
					    u_xlat2 = u_xlat2 + u_xlat4;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(2.0, 0.0, -1.0, 0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat5 = texture(_MainTex, u_xlat4.zw);
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat2 = u_xlat2 + u_xlat5;
					    u_xlat5 = _MainTex_TexelSize.xyxy * vec4(1.0, 0.5, -2.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat5 = u_xlat5 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat6 = texture(_MainTex, u_xlat5.xy);
					    u_xlat5 = texture(_MainTex, u_xlat5.zw);
					    u_xlat2 = u_xlat2 + u_xlat6;
					    u_xlat6 = _MainTex_TexelSize.xyxy * vec4(-2.0, -1.0, 0.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat6 = u_xlat6 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat7 = texture(_MainTex, u_xlat6.xy);
					    u_xlat6 = texture(_MainTex, u_xlat6.zw);
					    u_xlat7 = u_xlat6 + u_xlat7;
					    u_xlat0 = u_xlat0 + u_xlat6;
					    u_xlat0 = u_xlat4 + u_xlat0;
					    u_xlat6.xy = vs_TEXCOORD0.xy;
					    u_xlat6.xy = clamp(u_xlat6.xy, 0.0, 1.0);
					    u_xlat6.xy = u_xlat6.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati1].zw;
					    u_xlat6 = texture(_MainTex, u_xlat6.xy);
					    u_xlat7 = u_xlat6 + u_xlat7;
					    u_xlat7 = u_xlat3 + u_xlat7;
					    u_xlat3 = u_xlat3 + u_xlat6;
					    u_xlat7 = u_xlat7 * vec4(0.03125, 0.03125, 0.03125, 0.03125);
					    u_xlat2 = u_xlat2 * vec4(0.125, 0.125, 0.125, 0.125) + u_xlat7;
					    u_xlat0 = u_xlat0 + u_xlat6;
					    u_xlat4 = u_xlat4 + u_xlat6;
					    u_xlat0 = u_xlat0 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat2;
					    u_xlat2 = _MainTex_TexelSize.xyxy * vec4(0.0, 1.0, 2.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat1 = u_xlat2 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat1 = u_xlat1 + u_xlat4;
					    u_xlat1 = u_xlat2 + u_xlat1;
					    u_xlat2 = u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat5 + u_xlat2;
					    u_xlat0 = u_xlat2 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    u_xlat0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    u_xlat0 = min(u_xlat0, vec4(65504.0, 65504.0, 65504.0, 65504.0));
					    u_xlat1 = texture(_AutoExposureTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = min(u_xlat0, _Params.xxxx);
					    u_xlat1.x = max(u_xlat0.y, u_xlat0.x);
					    u_xlat1.x = max(u_xlat0.z, u_xlat1.x);
					    u_xlat1.yz = u_xlat1.xx + (-_Threshold.yx);
					    u_xlat1.xy = max(u_xlat1.xy, vec2(9.99999975e-05, 0.0));
					    u_xlat9.x = min(u_xlat1.y, _Threshold.z);
					    u_xlat25 = u_xlat9.x * _Threshold.w;
					    u_xlat9.x = u_xlat9.x * u_xlat25;
					    u_xlat9.x = max(u_xlat1.z, u_xlat9.x);
					    u_xlat1.x = u_xlat9.x / u_xlat1.x;
					    SV_Target0 = u_xlat0 * u_xlat1.xxxx;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 80263
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[2];
						vec4 _Threshold;
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _AutoExposureTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-1.0, -1.0, 1.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * vec4(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-1.0, 1.0, 1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat1 = u_xlat1 * vec4(_RenderViewportScaleFactor);
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat0 = u_xlat0 + u_xlat2;
					    u_xlat0 = u_xlat1 + u_xlat0;
					    u_xlat0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    u_xlat0 = min(u_xlat0, vec4(65504.0, 65504.0, 65504.0, 65504.0));
					    u_xlat1 = texture(_AutoExposureTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = min(u_xlat0, _Params.xxxx);
					    u_xlat1.x = max(u_xlat0.y, u_xlat0.x);
					    u_xlat1.x = max(u_xlat0.z, u_xlat1.x);
					    u_xlat1.yz = u_xlat1.xx + (-_Threshold.yx);
					    u_xlat1.xy = max(u_xlat1.xy, vec2(9.99999975e-05, 0.0));
					    u_xlat4 = min(u_xlat1.y, _Threshold.z);
					    u_xlat10 = u_xlat4 * _Threshold.w;
					    u_xlat4 = u_xlat4 * u_xlat10;
					    u_xlat4 = max(u_xlat1.z, u_xlat4);
					    u_xlat1.x = u_xlat4 / u_xlat1.x;
					    SV_Target0 = u_xlat0 * u_xlat1.xxxx;
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[2];
						vec4 _Threshold;
						vec4 _Params;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _AutoExposureTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat5;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-2.0, -1.0, 2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat2 = vec4(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati1].xyxy;
					    u_xlat0 = u_xlat0 * u_xlat2 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = u_xlat0 + u_xlat3;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(-2.0, 1.0, 2.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat1 = u_xlat3 * u_xlat2 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat0 = u_xlat0 + u_xlat2;
					    u_xlat0 = u_xlat1 + u_xlat0;
					    u_xlat0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    u_xlat0 = min(u_xlat0, vec4(65504.0, 65504.0, 65504.0, 65504.0));
					    u_xlat1 = texture(_AutoExposureTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = min(u_xlat0, _Params.xxxx);
					    u_xlat1.x = max(u_xlat0.y, u_xlat0.x);
					    u_xlat1.x = max(u_xlat0.z, u_xlat1.x);
					    u_xlat1.yz = u_xlat1.xx + (-_Threshold.yx);
					    u_xlat1.xy = max(u_xlat1.xy, vec2(9.99999975e-05, 0.0));
					    u_xlat5 = min(u_xlat1.y, _Threshold.z);
					    u_xlat13 = u_xlat5 * _Threshold.w;
					    u_xlat5 = u_xlat5 * u_xlat13;
					    u_xlat5 = max(u_xlat1.z, u_xlat5);
					    u_xlat1.x = u_xlat5 / u_xlat1.x;
					    SV_Target0 = u_xlat0 * u_xlat1.xxxx;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 192913
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, -0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * vec4(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-0.5, 0.5, 0.5, 0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat1 = u_xlat1 * vec4(_RenderViewportScaleFactor);
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat0 = u_xlat0 + u_xlat2;
					    u_xlat0 = u_xlat1 + u_xlat0;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_MainTex_TexelSize.xy);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = _MainTex_TexelSize.xyxy * vec4(0.0, -1.0, 1.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * vec4(_RenderViewportScaleFactor);
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat2 = u_xlat2 + u_xlat3;
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat3.xy = vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat3.xy = u_xlat3.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(-1.0, 0.0, 1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * vec4(_RenderViewportScaleFactor);
					    u_xlat5 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4 = texture(_MainTex, u_xlat4.zw);
					    u_xlat1 = u_xlat1 + u_xlat5;
					    u_xlat5 = u_xlat3 + u_xlat5;
					    u_xlat1 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125);
					    u_xlat0 = u_xlat0 * vec4(0.125, 0.125, 0.125, 0.125) + u_xlat1;
					    u_xlat1 = u_xlat2 + u_xlat4;
					    u_xlat2 = u_xlat3 + u_xlat4;
					    u_xlat1 = u_xlat3 + u_xlat1;
					    u_xlat0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-1.0, 1.0, 0.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat1 = u_xlat1 * vec4(_RenderViewportScaleFactor);
					    u_xlat3 = texture(_MainTex, u_xlat1.zw);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat4 = u_xlat3 + u_xlat5;
					    u_xlat1 = u_xlat1 + u_xlat4;
					    u_xlat0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    u_xlat1.xy = vs_TEXCOORD0.xy + _MainTex_TexelSize.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat3 + u_xlat1;
					    SV_Target0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + 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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[4];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(2.0, -1.0, -1.0, -0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat9.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati1].xy;
					    u_xlat0 = u_xlat0 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat2 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(1.0, -0.5, -2.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat4 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3 = texture(_MainTex, u_xlat3.zw);
					    u_xlat2 = u_xlat2 + u_xlat4;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(2.0, 0.0, -1.0, 0.5) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat5 = texture(_MainTex, u_xlat4.zw);
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat2 = u_xlat2 + u_xlat5;
					    u_xlat5 = _MainTex_TexelSize.xyxy * vec4(1.0, 0.5, -2.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat5 = u_xlat5 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat6 = texture(_MainTex, u_xlat5.xy);
					    u_xlat5 = texture(_MainTex, u_xlat5.zw);
					    u_xlat2 = u_xlat2 + u_xlat6;
					    u_xlat6 = _MainTex_TexelSize.xyxy * vec4(-2.0, -1.0, 0.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat6 = u_xlat6 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat7 = texture(_MainTex, u_xlat6.xy);
					    u_xlat6 = texture(_MainTex, u_xlat6.zw);
					    u_xlat7 = u_xlat6 + u_xlat7;
					    u_xlat0 = u_xlat0 + u_xlat6;
					    u_xlat0 = u_xlat4 + u_xlat0;
					    u_xlat6.xy = vs_TEXCOORD0.xy;
					    u_xlat6.xy = clamp(u_xlat6.xy, 0.0, 1.0);
					    u_xlat6.xy = u_xlat6.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati1].zw;
					    u_xlat6 = texture(_MainTex, u_xlat6.xy);
					    u_xlat7 = u_xlat6 + u_xlat7;
					    u_xlat7 = u_xlat3 + u_xlat7;
					    u_xlat3 = u_xlat3 + u_xlat6;
					    u_xlat7 = u_xlat7 * vec4(0.03125, 0.03125, 0.03125, 0.03125);
					    u_xlat2 = u_xlat2 * vec4(0.125, 0.125, 0.125, 0.125) + u_xlat7;
					    u_xlat0 = u_xlat0 + u_xlat6;
					    u_xlat4 = u_xlat4 + u_xlat6;
					    u_xlat0 = u_xlat0 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat2;
					    u_xlat2 = _MainTex_TexelSize.xyxy * vec4(0.0, 1.0, 2.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat1 = u_xlat2 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat1 = u_xlat1 + u_xlat4;
					    u_xlat1 = u_xlat2 + u_xlat1;
					    u_xlat2 = u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat5 + u_xlat2;
					    u_xlat0 = u_xlat2 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    SV_Target0 = u_xlat1 * vec4(0.03125, 0.03125, 0.03125, 0.03125) + u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 211309
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-1.0, -1.0, 1.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * vec4(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-1.0, 1.0, 1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat1 = u_xlat1 * vec4(_RenderViewportScaleFactor);
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat0 = u_xlat0 + u_xlat2;
					    u_xlat0 = u_xlat1 + u_xlat0;
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 unused_0_4[4];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-2.0, -1.0, 2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat2 = vec4(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati1].xyxy;
					    u_xlat0 = u_xlat0 * u_xlat2 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat0 = u_xlat0 + u_xlat3;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(-2.0, 1.0, 2.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat1 = u_xlat3 * u_xlat2 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat0 = u_xlat0 + u_xlat2;
					    u_xlat0 = u_xlat1 + u_xlat0;
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 265764
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BloomTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy;
					    u_xlat0.xy = clamp(u_xlat0.xy, 0.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = 1.0;
					    u_xlat1.z = _SampleScale;
					    u_xlat1 = u_xlat1.xxzz * _MainTex_TexelSize.xyxy;
					    u_xlat2.z = float(-1.0);
					    u_xlat2.w = float(0.0);
					    u_xlat2.x = _SampleScale;
					    u_xlat3 = (-u_xlat1.xywy) * u_xlat2.xxwx + vs_TEXCOORD0.xyxy;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * vec4(_RenderViewportScaleFactor);
					    u_xlat4 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3 = texture(_MainTex, u_xlat3.zw);
					    u_xlat3 = u_xlat3 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat4;
					    u_xlat4.xy = (-u_xlat1.zy) * u_xlat2.zx + vs_TEXCOORD0.xy;
					    u_xlat4.xy = clamp(u_xlat4.xy, 0.0, 1.0);
					    u_xlat4.xy = u_xlat4.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat3 = u_xlat3 + u_xlat4;
					    u_xlat4 = u_xlat1.zwxw * u_xlat2.zwxw + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat5 = u_xlat1.zywy * u_xlat2.zxwx + vs_TEXCOORD0.xyxy;
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat2.xx + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = u_xlat5 * vec4(_RenderViewportScaleFactor);
					    u_xlat4 = u_xlat4 * vec4(_RenderViewportScaleFactor);
					    u_xlat5 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4 = texture(_MainTex, u_xlat4.zw);
					    u_xlat3 = u_xlat5 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat3;
					    u_xlat0 = u_xlat0 * vec4(4.0, 4.0, 4.0, 4.0) + u_xlat3;
					    u_xlat0 = u_xlat4 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat0;
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat0 = u_xlat0 + u_xlat3;
					    u_xlat0 = u_xlat2 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat0;
					    u_xlat0 = u_xlat1 + u_xlat0;
					    u_xlat1 = texture(_BloomTex, vs_TEXCOORD1.xy);
					    SV_Target0 = u_xlat0 * vec4(0.0625, 0.0625, 0.0625, 0.0625) + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 unused_0_5[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BloomTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec2 u_xlat9;
					void main()
					{
					    u_xlat0.xzw = vec3(_SampleScale);
					    u_xlat0.y = 1.0;
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    u_xlat1.y = _SampleScale;
					    u_xlat1.x = float(2.0);
					    u_xlat1.z = float(-2.0);
					    u_xlat1.w = float(0.0);
					    u_xlat2 = (-u_xlat0.xywy) * u_xlat1.xywy + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlati3 = unity_StereoEyeIndex;
					    u_xlat9.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati3].xy;
					    u_xlat2 = u_xlat2 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati3].zwzw;
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat2 = u_xlat2 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat4;
					    u_xlat4.xy = (-u_xlat0.zy) * u_xlat1.zy + vs_TEXCOORD0.xy;
					    u_xlat4.xy = clamp(u_xlat4.xy, 0.0, 1.0);
					    u_xlat4.xy = u_xlat4.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati3].zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat2 = u_xlat2 + u_xlat4;
					    u_xlat4 = u_xlat0.zwxw * u_xlat1.zwxw + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati3].zwzw;
					    u_xlat5 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4 = texture(_MainTex, u_xlat4.zw);
					    u_xlat2 = u_xlat5 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat2;
					    u_xlat5.xy = vs_TEXCOORD0.xy;
					    u_xlat5.xy = clamp(u_xlat5.xy, 0.0, 1.0);
					    u_xlat5.xy = u_xlat5.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati3].zw;
					    u_xlat5 = texture(_MainTex, u_xlat5.xy);
					    u_xlat2 = u_xlat5 * vec4(4.0, 4.0, 4.0, 4.0) + u_xlat2;
					    u_xlat2 = u_xlat4 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat2;
					    u_xlat4 = u_xlat0.zywy * u_xlat1.zywy + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat0.xy = clamp(u_xlat0.xy, 0.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati3].zw;
					    u_xlat1 = u_xlat4 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati3].zwzw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat2 = u_xlat2 + u_xlat3;
					    u_xlat1 = u_xlat1 * vec4(2.0, 2.0, 2.0, 2.0) + u_xlat2;
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat1 = texture(_BloomTex, vs_TEXCOORD1.xy);
					    SV_Target0 = u_xlat0 * vec4(0.0625, 0.0625, 0.0625, 0.0625) + u_xlat1;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 369434
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BloomTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-1.0, -1.0, 1.0, 1.0);
					    u_xlat1.x = _SampleScale * 0.5;
					    u_xlat2 = u_xlat0.xyzy * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xwzw * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * vec4(_RenderViewportScaleFactor);
					    u_xlat1 = u_xlat2 * vec4(_RenderViewportScaleFactor);
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat1 = texture(_BloomTex, vs_TEXCOORD1.xy);
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25) + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 unused_0_5[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BloomTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-2.0, -1.0, 2.0, 1.0);
					    u_xlat1.x = _SampleScale * 0.5;
					    u_xlat2 = u_xlat0.xyzy * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xwzw * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat3 = vec4(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati1].xyxy;
					    u_xlat2 = u_xlat2 * u_xlat3 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat0 = u_xlat0 * u_xlat3 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat1 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat1 = texture(_BloomTex, vs_TEXCOORD1.xy);
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25) + u_xlat1;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 435568
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[31];
						vec4 _Threshold;
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _AutoExposureTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat5;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(65504.0, 65504.0, 65504.0));
					    u_xlat1 = texture(_AutoExposureTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    u_xlat0.xyz = min(u_xlat0.xyz, _Params.xxx);
					    u_xlat6 = max(u_xlat0.y, u_xlat0.x);
					    u_xlat6 = max(u_xlat0.z, u_xlat6);
					    u_xlat1.xy = vec2(u_xlat6) + (-_Threshold.yx);
					    u_xlat6 = max(u_xlat6, 9.99999975e-05);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat1.x = min(u_xlat1.x, _Threshold.z);
					    u_xlat5 = u_xlat1.x * _Threshold.w;
					    u_xlat1.x = u_xlat1.x * u_xlat5;
					    u_xlat1.x = max(u_xlat1.y, u_xlat1.x);
					    u_xlat6 = u_xlat1.x / u_xlat6;
					    SV_Target0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    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[31];
						vec4 _Threshold;
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _AutoExposureTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat5;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(65504.0, 65504.0, 65504.0));
					    u_xlat1 = texture(_AutoExposureTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    u_xlat0.xyz = min(u_xlat0.xyz, _Params.xxx);
					    u_xlat6 = max(u_xlat0.y, u_xlat0.x);
					    u_xlat6 = max(u_xlat0.z, u_xlat6);
					    u_xlat1.xy = vec2(u_xlat6) + (-_Threshold.yx);
					    u_xlat6 = max(u_xlat6, 9.99999975e-05);
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat1.x = min(u_xlat1.x, _Threshold.z);
					    u_xlat5 = u_xlat1.x * _Threshold.w;
					    u_xlat1.x = u_xlat1.x * u_xlat5;
					    u_xlat1.x = max(u_xlat1.y, u_xlat1.x);
					    u_xlat6 = u_xlat1.x / u_xlat6;
					    SV_Target0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 496315
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 _ColorIntensity;
						vec4 unused_0_6[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy;
					    u_xlat0.xy = clamp(u_xlat0.xy, 0.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = 1.0;
					    u_xlat1.z = _SampleScale;
					    u_xlat1 = u_xlat1.xxzz * _MainTex_TexelSize.xyxy;
					    u_xlat2.z = float(-1.0);
					    u_xlat2.w = float(0.0);
					    u_xlat2.x = _SampleScale;
					    u_xlat3 = (-u_xlat1.xywy) * u_xlat2.xxwx + vs_TEXCOORD0.xyxy;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * vec4(_RenderViewportScaleFactor);
					    u_xlat4 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3 = texture(_MainTex, u_xlat3.zw);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(2.0, 2.0, 2.0) + u_xlat4.xyz;
					    u_xlat4.xy = (-u_xlat1.zy) * u_xlat2.zx + vs_TEXCOORD0.xy;
					    u_xlat4.xy = clamp(u_xlat4.xy, 0.0, 1.0);
					    u_xlat4.xy = u_xlat4.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat4.xyz;
					    u_xlat4 = u_xlat1.zwxw * u_xlat2.zwxw + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat5 = u_xlat1.zywy * u_xlat2.zxwx + vs_TEXCOORD0.xyxy;
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat2.xx + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = u_xlat5 * vec4(_RenderViewportScaleFactor);
					    u_xlat4 = u_xlat4 * vec4(_RenderViewportScaleFactor);
					    u_xlat5 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4 = texture(_MainTex, u_xlat4.zw);
					    u_xlat3.xyz = u_xlat5.xyz * vec3(2.0, 2.0, 2.0) + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(4.0, 4.0, 4.0) + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(2.0, 2.0, 2.0) + u_xlat0.xyz;
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(2.0, 2.0, 2.0) + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.0625, 0.0625, 0.0625);
					    u_xlat0.xyz = u_xlat0.xyz * _ColorIntensity.www;
					    SV_Target0.xyz = u_xlat0.xyz * _ColorIntensity.xyz;
					    SV_Target0.w = 1.0;
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 _ColorIntensity;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec2 u_xlat9;
					void main()
					{
					    u_xlat0.xzw = vec3(_SampleScale);
					    u_xlat0.y = 1.0;
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    u_xlat1.y = _SampleScale;
					    u_xlat1.x = float(2.0);
					    u_xlat1.z = float(-2.0);
					    u_xlat1.w = float(0.0);
					    u_xlat2 = (-u_xlat0.xywy) * u_xlat1.xywy + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlati3 = unity_StereoEyeIndex;
					    u_xlat9.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati3].xy;
					    u_xlat2 = u_xlat2 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati3].zwzw;
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(2.0, 2.0, 2.0) + u_xlat4.xyz;
					    u_xlat4.xy = (-u_xlat0.zy) * u_xlat1.zy + vs_TEXCOORD0.xy;
					    u_xlat4.xy = clamp(u_xlat4.xy, 0.0, 1.0);
					    u_xlat4.xy = u_xlat4.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati3].zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat4.xyz;
					    u_xlat4 = u_xlat0.zwxw * u_xlat1.zwxw + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati3].zwzw;
					    u_xlat5 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4 = texture(_MainTex, u_xlat4.zw);
					    u_xlat2.xyz = u_xlat5.xyz * vec3(2.0, 2.0, 2.0) + u_xlat2.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy;
					    u_xlat5.xy = clamp(u_xlat5.xy, 0.0, 1.0);
					    u_xlat5.xy = u_xlat5.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati3].zw;
					    u_xlat5 = texture(_MainTex, u_xlat5.xy);
					    u_xlat2.xyz = u_xlat5.xyz * vec3(4.0, 4.0, 4.0) + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(2.0, 2.0, 2.0) + u_xlat2.xyz;
					    u_xlat4 = u_xlat0.zywy * u_xlat1.zywy + vs_TEXCOORD0.xyxy;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat0.xy = clamp(u_xlat0.xy, 0.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * u_xlat9.xy + unity_StereoScaleOffset[u_xlati3].zw;
					    u_xlat1 = u_xlat4 * u_xlat9.xyxy + unity_StereoScaleOffset[u_xlati3].zwzw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.0625, 0.0625, 0.0625);
					    u_xlat0.xyz = u_xlat0.xyz * _ColorIntensity.www;
					    SV_Target0.xyz = u_xlat0.xyz * _ColorIntensity.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 566604
			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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 _ColorIntensity;
						vec4 unused_0_6[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-1.0, -1.0, 1.0, 1.0);
					    u_xlat1.x = _SampleScale * 0.5;
					    u_xlat2 = u_xlat0.xyzy * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xwzw * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * vec4(_RenderViewportScaleFactor);
					    u_xlat1 = u_xlat2 * vec4(_RenderViewportScaleFactor);
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.25, 0.25, 0.25);
					    u_xlat0.xyz = u_xlat0.xyz * _ColorIntensity.www;
					    SV_Target0.xyz = u_xlat0.xyz * _ColorIntensity.xyz;
					    SV_Target0.w = 1.0;
					    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[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						float _SampleScale;
						vec4 _ColorIntensity;
						vec4 unused_0_6[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-2.0, -1.0, 2.0, 1.0);
					    u_xlat1.x = _SampleScale * 0.5;
					    u_xlat2 = u_xlat0.xyzy * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xwzw * u_xlat1.xxxx + vs_TEXCOORD0.xyxy;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat3 = vec4(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati1].xyxy;
					    u_xlat2 = u_xlat2 * u_xlat3 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat0 = u_xlat0 * u_xlat3 + unity_StereoScaleOffset[u_xlati1].zwzw;
					    u_xlat1 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.25, 0.25, 0.25);
					    u_xlat0.xyz = u_xlat0.xyz * _ColorIntensity.www;
					    SV_Target0.xyz = u_xlat0.xyz * _ColorIntensity.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
	}
}