Shader "Hidden/LIV_ClipPlaneComplexDebug" {
	Properties {
		_LivClipPlaneHeightMap ("Clip Plane Height Map", 2D) = "black" {}
	}
	SubShader {
		Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Background" }
		Pass {
			Name "CLIP_PLANE_COMPLEX_DEBUG"
			Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Background" }
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 38948
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec4 vs_INTERNALTESSPOS0;
					layout(location = 1) out vec2 vs_TEXCOORD0;
					void main()
					{
					    vs_INTERNALTESSPOS0 = in_POSITION0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec4 vs_INTERNALTESSPOS0;
					layout(location = 1) out vec2 vs_TEXCOORD0;
					void main()
					{
					    vs_INTERNALTESSPOS0 = in_POSITION0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = dFdx(vs_TEXCOORD1.xy);
					    u_xlat1.xy = dFdy(vs_TEXCOORD1.xy);
					    u_xlat9 = (-vs_TEXCOORD1.x) + 1.0;
					    u_xlat2.z = u_xlat9 + (-vs_TEXCOORD1.y);
					    u_xlat0.z = dFdx(u_xlat2.z);
					    u_xlat1.z = dFdy(u_xlat2.z);
					    u_xlat0.xyz = abs(u_xlat0.xyz) + abs(u_xlat1.xyz);
					    u_xlat0.xyz = vec3(1.0, 1.0, 1.0) / u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD1.xy;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xyz * vec3(-2.0, -2.0, -2.0) + vec3(3.0, 3.0, 3.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3 = min(u_xlat0.z, u_xlat0.y);
					    u_xlat0.x = min(u_xlat3, u_xlat0.x);
					    SV_Target0 = u_xlat0.xxxx * vec4(0.0, 1.0, 0.0, 0.0) + vec4(0.0, 0.0, 0.0, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = dFdx(vs_TEXCOORD1.xy);
					    u_xlat1.xy = dFdy(vs_TEXCOORD1.xy);
					    u_xlat9 = (-vs_TEXCOORD1.x) + 1.0;
					    u_xlat2.z = u_xlat9 + (-vs_TEXCOORD1.y);
					    u_xlat0.z = dFdx(u_xlat2.z);
					    u_xlat1.z = dFdy(u_xlat2.z);
					    u_xlat0.xyz = abs(u_xlat0.xyz) + abs(u_xlat1.xyz);
					    u_xlat0.xyz = vec3(1.0, 1.0, 1.0) / u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD1.xy;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xyz * vec3(-2.0, -2.0, -2.0) + vec3(3.0, 3.0, 3.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3 = min(u_xlat0.z, u_xlat0.y);
					    u_xlat0.x = min(u_xlat3, u_xlat0.x);
					    SV_Target0 = u_xlat0.xxxx * vec4(0.0, 1.0, 0.0, 0.0) + vec4(0.0, 0.0, 0.0, 0.5);
					    return;
					}"
				}
			}
			Program "gp" {
				SubProgram "d3d11 " {
					"gs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec2 vs_TEXCOORD0 [3];
					layout(location = 1) in  vec4 vs_TEXCOORD1 [3];
					layout(triangles) in;
					layout(triangle_strip) out;
					layout(location = 0) out vec2 gs_TEXCOORD0;
					layout(location = 1) out vec3 gs_TEXCOORD1;
					layout(max_vertices = 3) out;
					void main()
					{
					    gl_Position = gl_in[0].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[0].xy;
					    gs_TEXCOORD1.xyz = vec3(1.0, 0.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[1].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[1].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 1.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[2].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[2].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 0.0, 1.0);
					    EmitVertex();
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"gs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec2 vs_TEXCOORD0 [3];
					layout(location = 1) in  vec4 vs_TEXCOORD1 [3];
					layout(triangles) in;
					layout(triangle_strip) out;
					layout(location = 0) out vec2 gs_TEXCOORD0;
					layout(location = 1) out vec3 gs_TEXCOORD1;
					layout(max_vertices = 3) out;
					void main()
					{
					    gl_Position = gl_in[0].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[0].xy;
					    gs_TEXCOORD1.xyz = vec3(1.0, 0.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[1].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[1].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 1.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[2].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[2].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 0.0, 1.0);
					    EmitVertex();
					    return;
					}"
				}
			}
			Program "hp" {
				SubProgram "d3d11 " {
					"hs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(vertices=4) out;
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform HGlobals {
						vec4 unused_0_0[2];
						float _LivTessellation;
					};
					layout(location = 0) in vec4 vs_INTERNALTESSPOS0[];
					layout(location = 0) out vec4 hs_INTERNALTESSPOS0[];
					layout(location = 1) in vec2 vs_TEXCOORD0[];
					layout(location = 1) out vec2 hs_TEXCOORD0[];
					void passthrough_ctrl_points()
					{
					    hs_INTERNALTESSPOS0[gl_InvocationID] = vs_INTERNALTESSPOS0[gl_InvocationID];
					    hs_TEXCOORD0[gl_InvocationID] = vs_TEXCOORD0[gl_InvocationID];
					}
					int u_xlati0;
					vec4 phase2_Output1_0[4];
					void fork_phase2(int phaseInstanceID)
					{
					    u_xlati0 = phaseInstanceID;
					    phase2_Output1_0[u_xlati0].x = _LivTessellation;
					}
					vec4 phase3_Output1_4[2];
					void fork_phase3(int phaseInstanceID)
					{
					    u_xlati0 = phaseInstanceID;
					    phase3_Output1_4[u_xlati0].x = _LivTessellation;
					}
					void main()
					{
					    passthrough_ctrl_points();
					    barrier();
					    if (gl_InvocationID == 0)
					    {
					        fork_phase2(0);
					        fork_phase2(1);
					        fork_phase2(2);
					        fork_phase2(3);
					gl_TessLevelOuter[0] = phase2_Output1_0[0].x;
					gl_TessLevelOuter[1] = phase2_Output1_0[1].x;
					gl_TessLevelOuter[2] = phase2_Output1_0[2].x;
					gl_TessLevelOuter[3] = phase2_Output1_0[3].x;
					        fork_phase3(0);
					        fork_phase3(1);
					gl_TessLevelInner[0] = phase3_Output1_4[0].x;
					gl_TessLevelInner[1] = phase3_Output1_4[1].x;
					    }
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"hs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(vertices=4) out;
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform HGlobals {
						vec4 unused_0_0[2];
						float _LivTessellation;
					};
					layout(location = 0) in vec4 vs_INTERNALTESSPOS0[];
					layout(location = 0) out vec4 hs_INTERNALTESSPOS0[];
					layout(location = 1) in vec2 vs_TEXCOORD0[];
					layout(location = 1) out vec2 hs_TEXCOORD0[];
					void passthrough_ctrl_points()
					{
					    hs_INTERNALTESSPOS0[gl_InvocationID] = vs_INTERNALTESSPOS0[gl_InvocationID];
					    hs_TEXCOORD0[gl_InvocationID] = vs_TEXCOORD0[gl_InvocationID];
					}
					int u_xlati0;
					vec4 phase2_Output1_0[4];
					void fork_phase2(int phaseInstanceID)
					{
					    u_xlati0 = phaseInstanceID;
					    phase2_Output1_0[u_xlati0].x = _LivTessellation;
					}
					vec4 phase3_Output1_4[2];
					void fork_phase3(int phaseInstanceID)
					{
					    u_xlati0 = phaseInstanceID;
					    phase3_Output1_4[u_xlati0].x = _LivTessellation;
					}
					void main()
					{
					    passthrough_ctrl_points();
					    barrier();
					    if (gl_InvocationID == 0)
					    {
					        fork_phase2(0);
					        fork_phase2(1);
					        fork_phase2(2);
					        fork_phase2(3);
					gl_TessLevelOuter[0] = phase2_Output1_0[0].x;
					gl_TessLevelOuter[1] = phase2_Output1_0[1].x;
					gl_TessLevelOuter[2] = phase2_Output1_0[2].x;
					gl_TessLevelOuter[3] = phase2_Output1_0[3].x;
					        fork_phase3(0);
					        fork_phase3(1);
					gl_TessLevelInner[0] = phase3_Output1_4[0].x;
					gl_TessLevelInner[1] = phase3_Output1_4[1].x;
					    }
					}"
				}
			}
			Program "dp" {
				SubProgram "d3d11 " {
					"ds_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(quads) in;
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					UNITY_BINDING(1) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					UNITY_LOCATION(0) uniform  sampler2D _LivClipPlaneHeightMap;
					layout(location = 0) in  vec4 hs_INTERNALTESSPOS0 [];
					layout(location = 1) in  vec2 hs_TEXCOORD0 [];
					layout(location = 0) out vec2 ds_TEXCOORD0;
					layout(location = 1) out vec4 ds_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat6;
					void main()
					{
					    u_xlat0.xy = (-hs_TEXCOORD0[3].xy) + hs_TEXCOORD0[2].xy;
					    u_xlat0.xy = gl_TessCoord.xx * u_xlat0.xy + hs_TEXCOORD0[3].xy;
					    u_xlat6.xy = (-hs_TEXCOORD0[0].xy) + hs_TEXCOORD0[1].xy;
					    u_xlat6.xy = gl_TessCoord.xx * u_xlat6.xy + hs_TEXCOORD0[0].xy;
					    u_xlat0.xy = (-u_xlat6.xy) + u_xlat0.xy;
					    u_xlat0.xy = gl_TessCoord.yy * u_xlat0.xy + u_xlat6.xy;
					    u_xlat6.x = textureLod(_LivClipPlaneHeightMap, u_xlat0.xy, 0.0).x;
					    ds_TEXCOORD0.xy = u_xlat0.xy;
					    u_xlat1 = (-hs_INTERNALTESSPOS0[3]) + hs_INTERNALTESSPOS0[2];
					    u_xlat1 = gl_TessCoord.xxxx * u_xlat1 + hs_INTERNALTESSPOS0[3];
					    u_xlat2 = (-hs_INTERNALTESSPOS0[0]) + hs_INTERNALTESSPOS0[1];
					    u_xlat2 = gl_TessCoord.xxxx * u_xlat2 + hs_INTERNALTESSPOS0[0];
					    u_xlat1 = u_xlat1 + (-u_xlat2);
					    u_xlat1 = gl_TessCoord.yyyy * u_xlat1 + u_xlat2;
					    u_xlat0.x = u_xlat6.x + u_xlat1.z;
					    u_xlat2 = u_xlat1.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = u_xlat0 + unity_ObjectToWorld[3];
					    ds_TEXCOORD1 = unity_ObjectToWorld[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat0 = u_xlat2.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat2.wwww + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ds_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(quads) in;
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					UNITY_BINDING(1) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					UNITY_BINDING(2) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LivClipPlaneHeightMap;
					layout(location = 0) in  vec4 hs_INTERNALTESSPOS0 [];
					layout(location = 1) in  vec2 hs_TEXCOORD0 [];
					layout(location = 0) out vec2 ds_TEXCOORD0;
					layout(location = 1) out vec4 ds_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat6;
					void main()
					{
					    u_xlat0.xy = (-hs_TEXCOORD0[3].xy) + hs_TEXCOORD0[2].xy;
					    u_xlat0.xy = gl_TessCoord.xx * u_xlat0.xy + hs_TEXCOORD0[3].xy;
					    u_xlat6.xy = (-hs_TEXCOORD0[0].xy) + hs_TEXCOORD0[1].xy;
					    u_xlat6.xy = gl_TessCoord.xx * u_xlat6.xy + hs_TEXCOORD0[0].xy;
					    u_xlat0.xy = (-u_xlat6.xy) + u_xlat0.xy;
					    u_xlat0.xy = gl_TessCoord.yy * u_xlat0.xy + u_xlat6.xy;
					    u_xlat6.x = textureLod(_LivClipPlaneHeightMap, u_xlat0.xy, 0.0).x;
					    ds_TEXCOORD0.xy = u_xlat0.xy;
					    u_xlat1 = (-hs_INTERNALTESSPOS0[3]) + hs_INTERNALTESSPOS0[2];
					    u_xlat1 = gl_TessCoord.xxxx * u_xlat1 + hs_INTERNALTESSPOS0[3];
					    u_xlat2 = (-hs_INTERNALTESSPOS0[0]) + hs_INTERNALTESSPOS0[1];
					    u_xlat2 = gl_TessCoord.xxxx * u_xlat2 + hs_INTERNALTESSPOS0[0];
					    u_xlat1 = u_xlat1 + (-u_xlat2);
					    u_xlat1 = gl_TessCoord.yyyy * u_xlat1 + u_xlat2;
					    u_xlat0.x = u_xlat6.x + u_xlat1.z;
					    u_xlat2 = u_xlat1.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = u_xlat0 + unity_ObjectToWorld[3];
					    ds_TEXCOORD1 = unity_ObjectToWorld[3] * u_xlat1.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat1 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat1 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat2.xxxx + u_xlat1;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat2.zzzz + u_xlat1;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat2.wwww + u_xlat1;
					    return;
					}"
				}
			}
		}
	}
}