Shader "Hidden/HxTransparencyBlur" {
	Properties {
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 56129
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[35];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.x = _MainTex_TexelSize.x;
					    u_xlat0.y = 0.0;
					    u_xlat8.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = u_xlat0.xyxy * vec4(1.38461542, 1.38461542, 3.23076916, 3.23076916) + u_xlat8.xyxy;
					    u_xlat2 = (-u_xlat0.xyxy) * vec4(1.38461542, 1.38461542, 3.23076916, 3.23076916) + u_xlat8.xyxy;
					    u_xlat0 = texture(_MainTex, u_xlat8.xy);
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat0 = u_xlat0 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat0 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + 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[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[35];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.x = _MainTex_TexelSize.x;
					    u_xlat0.y = 0.0;
					    u_xlat8.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = u_xlat0.xyxy * vec4(1.38461542, 1.38461542, 3.23076916, 3.23076916) + u_xlat8.xyxy;
					    u_xlat2 = (-u_xlat0.xyxy) * vec4(1.38461542, 1.38461542, 3.23076916, 3.23076916) + u_xlat8.xyxy;
					    u_xlat0 = texture(_MainTex, u_xlat8.xy);
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat1.zw);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat0 = u_xlat0 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat0 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 66965
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[35];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0.x = float(1.38461542);
					    u_xlat0.z = float(3.23076916);
					    u_xlat0.yw = _MainTex_TexelSize.yy;
					    u_xlat1.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat2 = vec4(0.0, 1.38461542, 0.0, 3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat0 = vec4(-0.0, -1.38461542, -0.0, -3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat1;
					    SV_Target0 = u_xlat0 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + 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[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[35];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0.x = float(1.38461542);
					    u_xlat0.z = float(3.23076916);
					    u_xlat0.yw = _MainTex_TexelSize.yy;
					    u_xlat1.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat2 = vec4(0.0, 1.38461542, 0.0, 3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat0 = vec4(-0.0, -1.38461542, -0.0, -3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat1;
					    SV_Target0 = u_xlat0 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat1;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 137064
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[35];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0.x = float(1.38461542);
					    u_xlat0.z = float(3.23076916);
					    u_xlat0.yw = _MainTex_TexelSize.yy;
					    u_xlat1.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat2 = vec4(0.0, 1.38461542, 0.0, 3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat0 = vec4(-0.0, -1.38461542, -0.0, -3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat1;
					    SV_Target0 = u_xlat0 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + 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[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[35];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0.x = float(1.38461542);
					    u_xlat0.z = float(3.23076916);
					    u_xlat0.yw = _MainTex_TexelSize.yy;
					    u_xlat1.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat2 = vec4(0.0, 1.38461542, 0.0, 3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat0 = vec4(-0.0, -1.38461542, -0.0, -3.23076916) * u_xlat0 + u_xlat1.xyxy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = texture(_MainTex, u_xlat2.xy);
					    u_xlat2 = texture(_MainTex, u_xlat2.zw);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat0.zw);
					    u_xlat1 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat1;
					    SV_Target0 = u_xlat0 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat1;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 234770
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1 = max(u_xlat1, 9.99999975e-06);
					    u_xlat3 = u_xlat1 + 1.0;
					    u_xlat3 = u_xlat1 / u_xlat3;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat3);
					    SV_Target0.w = u_xlat0.w;
					    SV_Target0.xyz = u_xlat0.xyz / vec3(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 UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1 = max(u_xlat1, 9.99999975e-06);
					    u_xlat3 = u_xlat1 + 1.0;
					    u_xlat3 = u_xlat1 / u_xlat3;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat3);
					    SV_Target0.w = u_xlat0.w;
					    SV_Target0.xyz = u_xlat0.xyz / vec3(u_xlat1);
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 305112
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[3];
						mat4x4 hxLastVP;
						vec4 unused_0_2[4];
						mat4x4 InverseProjectionMatrix;
						vec4 unused_0_4[4];
						vec2 hxTemporalSettings;
						vec4 unused_0_6[10];
						mat4x4 hxCameraToWorld;
						vec4 unused_0_8[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					uniform  sampler2D hxLastVolumetric;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec2 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bvec2 u_xlatb8;
					float u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3 = u_xlat0.yyyy * InverseProjectionMatrix[1];
					    u_xlat0 = InverseProjectionMatrix[0] * u_xlat0.xxxx + u_xlat3;
					    u_xlat0 = u_xlat0 + InverseProjectionMatrix[2];
					    u_xlat0 = u_xlat0 + InverseProjectionMatrix[3];
					    u_xlat0.xyz = u_xlat0.xyz / u_xlat0.www;
					    u_xlat0.xyz = u_xlat0.xyz / u_xlat0.zzz;
					    u_xlat12 = _ZBufferParams.z * u_xlat1.x + _ZBufferParams.w;
					    u_xlat12 = float(1.0) / u_xlat12;
					    u_xlat0.xyz = vec3(u_xlat12) * (-u_xlat0.xyz);
					    u_xlat1.xyz = u_xlat0.yyy * hxCameraToWorld[1].xyz;
					    u_xlat0.xyw = hxCameraToWorld[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = hxCameraToWorld[2].xyz * u_xlat0.zzz + u_xlat0.xyw;
					    u_xlat0.xyz = u_xlat0.xyz + hxCameraToWorld[3].xyz;
					    u_xlat1.xyz = u_xlat0.yyy * hxLastVP[1].xyw;
					    u_xlat0.xyw = hxLastVP[0].xyw * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = hxLastVP[2].xyw * u_xlat0.zzz + u_xlat0.xyw;
					    u_xlat0.xyz = u_xlat0.xyz + hxLastVP[3].xyw;
					    u_xlat0.xy = u_xlat0.xy / u_xlat0.zz;
					    u_xlat0.xy = u_xlat0.xy + vec2(1.0, 1.0);
					    u_xlatb8.xy = lessThan(u_xlat0.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy;
					    u_xlatb1.xy = lessThan(vec4(2.0, 2.0, 0.0, 0.0), u_xlat0.xyxx).xy;
					    u_xlatb8.x = u_xlatb8.x || u_xlatb1.x;
					    u_xlatb8.x = u_xlatb8.y || u_xlatb8.x;
					    u_xlatb8.x = u_xlatb1.y || u_xlatb8.x;
					    if(!u_xlatb8.x){
					        u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5);
					        u_xlat0 = texture(hxLastVolumetric, u_xlat0.xy);
					        u_xlat1.x = dot(u_xlat2.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat5 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat9 = max(u_xlat5, u_xlat1.x);
					        u_xlat13 = min(u_xlat5, u_xlat1.x);
					        u_xlat9 = u_xlat13 + u_xlat9;
					        u_xlat9 = u_xlat9 * hxTemporalSettings.x;
					        u_xlat9 = u_xlat9 * 0.5;
					        u_xlat9 = float(1.0) / u_xlat9;
					        u_xlat1.x = (-u_xlat5) + u_xlat1.x;
					        u_xlat1.x = (-u_xlat9) * abs(u_xlat1.x) + 1.0;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat1.x = u_xlat1.x * hxTemporalSettings.y;
					        u_xlat0 = (-u_xlat2) + u_xlat0;
					        u_xlat2 = u_xlat1.xxxx * u_xlat0 + u_xlat2;
					    }
					    u_xlat0.x = dot(u_xlat2.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-06);
					    u_xlat4.x = u_xlat0.x + 1.0;
					    u_xlat4.x = u_xlat0.x / u_xlat4.x;
					    u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz / u_xlat0.xxx;
					    SV_Target0 = u_xlat2;
					    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[3];
						mat4x4 hxLastVP;
						mat4x4 hxLastVP2;
						vec4 unused_0_3[8];
						vec2 hxTemporalSettings;
						mat4x4 hxInverseP1;
						mat4x4 hxInverseP2;
						vec4 unused_0_7[2];
						mat4x4 hxCameraToWorld;
						mat4x4 hxCameraToWorld2;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					uniform  sampler2D hxLastVolumetric;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec2 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec2 u_xlat14;
					bool u_xlatb18;
					float u_xlat19;
					bvec2 u_xlatb19;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.yz = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = texture(_CameraDepthTexture, u_xlat0.yz);
					    u_xlat2 = texture(_MainTex, u_xlat0.yz);
					    u_xlatb27 = u_xlat0.y<0.5;
					    u_xlat9.x = u_xlat0.y + u_xlat0.y;
					    u_xlat0.x = fract(u_xlat9.x);
					    u_xlat3.xy = u_xlat0.xz * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.xyz = (bool(u_xlatb27)) ? hxInverseP1[0].xyz : hxInverseP2[0].xyz;
					    u_xlat10.xyz = (bool(u_xlatb27)) ? hxInverseP1[1].xyz : hxInverseP2[1].xyz;
					    u_xlat4.xyz = (bool(u_xlatb27)) ? hxInverseP1[2].xyz : hxInverseP2[2].xyz;
					    u_xlat5.xyw = (bool(u_xlatb27)) ? hxInverseP1[3].xyz : hxInverseP2[3].xyz;
					    u_xlat6.x = (u_xlatb27) ? hxInverseP1[0].w : hxInverseP2[0].w;
					    u_xlat6.y = (u_xlatb27) ? hxInverseP1[1].w : hxInverseP2[1].w;
					    u_xlat6.z = (u_xlatb27) ? hxInverseP1[2].w : hxInverseP2[2].w;
					    u_xlat6.w = (u_xlatb27) ? hxInverseP1[3].w : hxInverseP2[3].w;
					    u_xlat7.x = u_xlat0.x;
					    u_xlat7.y = u_xlat10.x;
					    u_xlat7.z = u_xlat4.x;
					    u_xlat7.w = u_xlat5.x;
					    u_xlat3.z = float(1.0);
					    u_xlat3.w = float(1.0);
					    u_xlat7.x = dot(u_xlat7, u_xlat3);
					    u_xlat8.x = u_xlat0.y;
					    u_xlat8.y = u_xlat10.y;
					    u_xlat8.z = u_xlat4.y;
					    u_xlat8.w = u_xlat5.y;
					    u_xlat7.y = dot(u_xlat8, u_xlat3);
					    u_xlat5.x = u_xlat0.z;
					    u_xlat5.y = u_xlat10.z;
					    u_xlat5.z = u_xlat4.z;
					    u_xlat7.z = dot(u_xlat5, u_xlat3);
					    u_xlat0.x = dot(u_xlat6, u_xlat3);
					    u_xlat0.xyz = u_xlat7.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz / u_xlat0.zzz;
					    u_xlat10.xy = (bool(u_xlatb27)) ? hxCameraToWorld[0].xy : hxCameraToWorld2[0].xy;
					    u_xlat3.xy = (bool(u_xlatb27)) ? hxCameraToWorld[1].xy : hxCameraToWorld2[1].xy;
					    u_xlat3.zw = (bool(u_xlatb27)) ? hxCameraToWorld[2].xy : hxCameraToWorld2[2].xy;
					    u_xlat4.xw = (bool(u_xlatb27)) ? hxCameraToWorld[3].xy : hxCameraToWorld2[3].xy;
					    u_xlat5.x = (u_xlatb27) ? hxCameraToWorld[0].z : hxCameraToWorld2[0].z;
					    u_xlat5.y = (u_xlatb27) ? hxCameraToWorld[1].z : hxCameraToWorld2[1].z;
					    u_xlat5.z = (u_xlatb27) ? hxCameraToWorld[2].z : hxCameraToWorld2[2].z;
					    u_xlat5.w = (u_xlatb27) ? hxCameraToWorld[3].z : hxCameraToWorld2[3].z;
					    u_xlat1.x = _ZBufferParams.z * u_xlat1.x + _ZBufferParams.w;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat6.xyz = (-u_xlat0.xyz) * u_xlat1.xxx;
					    u_xlat7.x = u_xlat10.x;
					    u_xlat7.yz = u_xlat3.xz;
					    u_xlat7.w = u_xlat4.x;
					    u_xlat6.w = 1.0;
					    u_xlat7.x = dot(u_xlat7, u_xlat6);
					    u_xlat4.x = u_xlat10.y;
					    u_xlat4.yz = u_xlat3.yw;
					    u_xlat7.y = dot(u_xlat4, u_xlat6);
					    u_xlat7.z = dot(u_xlat5, u_xlat6);
					    u_xlat0.xy = (bool(u_xlatb27)) ? hxLastVP2[0].xy : hxLastVP[0].xy;
					    u_xlat1.xy = (bool(u_xlatb27)) ? hxLastVP2[1].xy : hxLastVP[1].xy;
					    u_xlat1.zw = (bool(u_xlatb27)) ? hxLastVP2[2].xy : hxLastVP[2].xy;
					    u_xlat3.xw = (bool(u_xlatb27)) ? hxLastVP2[3].xy : hxLastVP[3].xy;
					    u_xlat4.x = (u_xlatb27) ? hxLastVP2[0].w : hxLastVP[0].w;
					    u_xlat4.y = (u_xlatb27) ? hxLastVP2[1].w : hxLastVP[1].w;
					    u_xlat4.z = (u_xlatb27) ? hxLastVP2[2].w : hxLastVP[2].w;
					    u_xlat4.w = (u_xlatb27) ? hxLastVP2[3].w : hxLastVP[3].w;
					    u_xlat5.x = u_xlat0.x;
					    u_xlat5.yz = u_xlat1.xz;
					    u_xlat5.w = u_xlat3.x;
					    u_xlat7.w = 1.0;
					    u_xlat14.y = dot(u_xlat5, u_xlat7);
					    u_xlat3.x = u_xlat0.y;
					    u_xlat3.yz = u_xlat1.yw;
					    u_xlat14.x = dot(u_xlat3, u_xlat7);
					    u_xlat0.x = dot(u_xlat4, u_xlat7);
					    u_xlat0.xy = u_xlat14.xy / u_xlat0.xx;
					    u_xlat0.xy = u_xlat0.xy + vec2(1.0, 1.0);
					    u_xlatb1.xy = lessThan(u_xlat0.yxyy, vec4(0.0, 0.0, 0.0, 0.0)).xy;
					    u_xlatb19.xy = lessThan(vec4(2.0, 2.0, 2.0, 2.0), u_xlat0.yxyx).xy;
					    u_xlatb18 = u_xlatb19.x || u_xlatb1.x;
					    u_xlatb18 = u_xlatb1.y || u_xlatb18;
					    u_xlatb18 = u_xlatb19.y || u_xlatb18;
					    if(!u_xlatb18){
					        u_xlat1.y = u_xlat0.x * 0.5;
					        u_xlat0.x = (u_xlatb27) ? 0.0 : 0.5;
					        u_xlat1.x = u_xlat0.y * 0.25 + u_xlat0.x;
					        u_xlat0 = texture(hxLastVolumetric, u_xlat1.xy);
					        u_xlat1.x = dot(u_xlat2.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat10.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat19 = max(u_xlat10.x, u_xlat1.x);
					        u_xlat28 = min(u_xlat10.x, u_xlat1.x);
					        u_xlat19 = u_xlat28 + u_xlat19;
					        u_xlat19 = u_xlat19 * hxTemporalSettings.x;
					        u_xlat19 = u_xlat19 * 0.5;
					        u_xlat19 = float(1.0) / u_xlat19;
					        u_xlat1.x = (-u_xlat10.x) + u_xlat1.x;
					        u_xlat1.x = (-u_xlat19) * abs(u_xlat1.x) + 1.0;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat1.x = u_xlat1.x * hxTemporalSettings.y;
					        u_xlat0 = (-u_xlat2) + u_xlat0;
					        u_xlat2 = u_xlat1.xxxx * u_xlat0 + u_xlat2;
					    }
					    u_xlat0.x = dot(u_xlat2.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-06);
					    u_xlat9.x = u_xlat0.x + 1.0;
					    u_xlat9.x = u_xlat0.x / u_xlat9.x;
					    u_xlat9.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat9.xyz / u_xlat0.xxx;
					    SV_Target0 = u_xlat2;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 350671
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[3];
						mat4x4 hxLastVP;
						vec4 unused_0_2[4];
						mat4x4 InverseProjectionMatrix;
						vec4 unused_0_4[4];
						vec2 hxTemporalSettings;
						vec4 unused_0_6[10];
						mat4x4 hxCameraToWorld;
						vec4 unused_0_8[4];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					uniform  sampler2D hxLastVolumetric;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec2 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat5;
					bvec2 u_xlatb8;
					float u_xlat9;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3 = u_xlat0.yyyy * InverseProjectionMatrix[1];
					    u_xlat0 = InverseProjectionMatrix[0] * u_xlat0.xxxx + u_xlat3;
					    u_xlat0 = u_xlat0 + InverseProjectionMatrix[2];
					    u_xlat0 = u_xlat0 + InverseProjectionMatrix[3];
					    u_xlat0.xyz = u_xlat0.xyz / u_xlat0.www;
					    u_xlat0.xyz = u_xlat0.xyz / u_xlat0.zzz;
					    u_xlat12 = _ZBufferParams.z * u_xlat1.x + _ZBufferParams.w;
					    u_xlat12 = float(1.0) / u_xlat12;
					    u_xlat0.xyz = vec3(u_xlat12) * (-u_xlat0.xyz);
					    u_xlat1.xyz = u_xlat0.yyy * hxCameraToWorld[1].xyz;
					    u_xlat0.xyw = hxCameraToWorld[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = hxCameraToWorld[2].xyz * u_xlat0.zzz + u_xlat0.xyw;
					    u_xlat0.xyz = u_xlat0.xyz + hxCameraToWorld[3].xyz;
					    u_xlat1.xyz = u_xlat0.yyy * hxLastVP[1].xyw;
					    u_xlat0.xyw = hxLastVP[0].xyw * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = hxLastVP[2].xyw * u_xlat0.zzz + u_xlat0.xyw;
					    u_xlat0.xyz = u_xlat0.xyz + hxLastVP[3].xyw;
					    u_xlat0.xy = u_xlat0.xy / u_xlat0.zz;
					    u_xlat0.xy = u_xlat0.xy + vec2(1.0, 1.0);
					    u_xlatb8.xy = lessThan(u_xlat0.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy;
					    u_xlatb1.xy = lessThan(vec4(2.0, 2.0, 0.0, 0.0), u_xlat0.xyxx).xy;
					    u_xlatb8.x = u_xlatb8.x || u_xlatb1.x;
					    u_xlatb8.x = u_xlatb8.y || u_xlatb8.x;
					    u_xlatb8.x = u_xlatb1.y || u_xlatb8.x;
					    if(u_xlatb8.x){
					        SV_Target0 = u_xlat2;
					    } else {
					        u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5);
					        u_xlat0 = texture(hxLastVolumetric, u_xlat0.xy);
					        u_xlat1.x = dot(u_xlat2.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat5 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat9 = max(u_xlat5, u_xlat1.x);
					        u_xlat13 = min(u_xlat5, u_xlat1.x);
					        u_xlat9 = u_xlat13 + u_xlat9;
					        u_xlat9 = u_xlat9 * hxTemporalSettings.x;
					        u_xlat9 = u_xlat9 * 0.5;
					        u_xlat9 = float(1.0) / u_xlat9;
					        u_xlat1.x = (-u_xlat5) + u_xlat1.x;
					        u_xlat1.x = (-u_xlat9) * abs(u_xlat1.x) + 1.0;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat1.x = u_xlat1.x * hxTemporalSettings.y;
					        u_xlat0 = (-u_xlat2) + u_xlat0;
					        SV_Target0 = u_xlat1.xxxx * u_xlat0 + u_xlat2;
					    }
					    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[3];
						mat4x4 hxLastVP;
						mat4x4 hxLastVP2;
						vec4 unused_0_3[8];
						vec2 hxTemporalSettings;
						mat4x4 hxInverseP1;
						mat4x4 hxInverseP2;
						vec4 unused_0_7[2];
						mat4x4 hxCameraToWorld;
						mat4x4 hxCameraToWorld2;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					uniform  sampler2D hxLastVolumetric;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec2 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					vec2 u_xlat14;
					bool u_xlatb18;
					float u_xlat19;
					bvec2 u_xlatb19;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.yz = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = texture(_CameraDepthTexture, u_xlat0.yz);
					    u_xlat2 = texture(_MainTex, u_xlat0.yz);
					    u_xlatb27 = u_xlat0.y<0.5;
					    u_xlat9 = u_xlat0.y + u_xlat0.y;
					    u_xlat0.x = fract(u_xlat9);
					    u_xlat3.xy = u_xlat0.xz * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.xyz = (bool(u_xlatb27)) ? hxInverseP1[0].xyz : hxInverseP2[0].xyz;
					    u_xlat10.xyz = (bool(u_xlatb27)) ? hxInverseP1[1].xyz : hxInverseP2[1].xyz;
					    u_xlat4.xyz = (bool(u_xlatb27)) ? hxInverseP1[2].xyz : hxInverseP2[2].xyz;
					    u_xlat5.xyw = (bool(u_xlatb27)) ? hxInverseP1[3].xyz : hxInverseP2[3].xyz;
					    u_xlat6.x = (u_xlatb27) ? hxInverseP1[0].w : hxInverseP2[0].w;
					    u_xlat6.y = (u_xlatb27) ? hxInverseP1[1].w : hxInverseP2[1].w;
					    u_xlat6.z = (u_xlatb27) ? hxInverseP1[2].w : hxInverseP2[2].w;
					    u_xlat6.w = (u_xlatb27) ? hxInverseP1[3].w : hxInverseP2[3].w;
					    u_xlat7.x = u_xlat0.x;
					    u_xlat7.y = u_xlat10.x;
					    u_xlat7.z = u_xlat4.x;
					    u_xlat7.w = u_xlat5.x;
					    u_xlat3.z = float(1.0);
					    u_xlat3.w = float(1.0);
					    u_xlat7.x = dot(u_xlat7, u_xlat3);
					    u_xlat8.x = u_xlat0.y;
					    u_xlat8.y = u_xlat10.y;
					    u_xlat8.z = u_xlat4.y;
					    u_xlat8.w = u_xlat5.y;
					    u_xlat7.y = dot(u_xlat8, u_xlat3);
					    u_xlat5.x = u_xlat0.z;
					    u_xlat5.y = u_xlat10.z;
					    u_xlat5.z = u_xlat4.z;
					    u_xlat7.z = dot(u_xlat5, u_xlat3);
					    u_xlat0.x = dot(u_xlat6, u_xlat3);
					    u_xlat0.xyz = u_xlat7.xyz / u_xlat0.xxx;
					    u_xlat0.xyz = u_xlat0.xyz / u_xlat0.zzz;
					    u_xlat10.xy = (bool(u_xlatb27)) ? hxCameraToWorld[0].xy : hxCameraToWorld2[0].xy;
					    u_xlat3.xy = (bool(u_xlatb27)) ? hxCameraToWorld[1].xy : hxCameraToWorld2[1].xy;
					    u_xlat3.zw = (bool(u_xlatb27)) ? hxCameraToWorld[2].xy : hxCameraToWorld2[2].xy;
					    u_xlat4.xw = (bool(u_xlatb27)) ? hxCameraToWorld[3].xy : hxCameraToWorld2[3].xy;
					    u_xlat5.x = (u_xlatb27) ? hxCameraToWorld[0].z : hxCameraToWorld2[0].z;
					    u_xlat5.y = (u_xlatb27) ? hxCameraToWorld[1].z : hxCameraToWorld2[1].z;
					    u_xlat5.z = (u_xlatb27) ? hxCameraToWorld[2].z : hxCameraToWorld2[2].z;
					    u_xlat5.w = (u_xlatb27) ? hxCameraToWorld[3].z : hxCameraToWorld2[3].z;
					    u_xlat1.x = _ZBufferParams.z * u_xlat1.x + _ZBufferParams.w;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat6.xyz = (-u_xlat0.xyz) * u_xlat1.xxx;
					    u_xlat7.x = u_xlat10.x;
					    u_xlat7.yz = u_xlat3.xz;
					    u_xlat7.w = u_xlat4.x;
					    u_xlat6.w = 1.0;
					    u_xlat7.x = dot(u_xlat7, u_xlat6);
					    u_xlat4.x = u_xlat10.y;
					    u_xlat4.yz = u_xlat3.yw;
					    u_xlat7.y = dot(u_xlat4, u_xlat6);
					    u_xlat7.z = dot(u_xlat5, u_xlat6);
					    u_xlat0.xy = (bool(u_xlatb27)) ? hxLastVP2[0].xy : hxLastVP[0].xy;
					    u_xlat1.xy = (bool(u_xlatb27)) ? hxLastVP2[1].xy : hxLastVP[1].xy;
					    u_xlat1.zw = (bool(u_xlatb27)) ? hxLastVP2[2].xy : hxLastVP[2].xy;
					    u_xlat3.xw = (bool(u_xlatb27)) ? hxLastVP2[3].xy : hxLastVP[3].xy;
					    u_xlat4.x = (u_xlatb27) ? hxLastVP2[0].w : hxLastVP[0].w;
					    u_xlat4.y = (u_xlatb27) ? hxLastVP2[1].w : hxLastVP[1].w;
					    u_xlat4.z = (u_xlatb27) ? hxLastVP2[2].w : hxLastVP[2].w;
					    u_xlat4.w = (u_xlatb27) ? hxLastVP2[3].w : hxLastVP[3].w;
					    u_xlat5.x = u_xlat0.x;
					    u_xlat5.yz = u_xlat1.xz;
					    u_xlat5.w = u_xlat3.x;
					    u_xlat7.w = 1.0;
					    u_xlat14.y = dot(u_xlat5, u_xlat7);
					    u_xlat3.x = u_xlat0.y;
					    u_xlat3.yz = u_xlat1.yw;
					    u_xlat14.x = dot(u_xlat3, u_xlat7);
					    u_xlat0.x = dot(u_xlat4, u_xlat7);
					    u_xlat0.xy = u_xlat14.xy / u_xlat0.xx;
					    u_xlat0.xy = u_xlat0.xy + vec2(1.0, 1.0);
					    u_xlatb1.xy = lessThan(u_xlat0.yxyy, vec4(0.0, 0.0, 0.0, 0.0)).xy;
					    u_xlatb19.xy = lessThan(vec4(2.0, 2.0, 2.0, 2.0), u_xlat0.yxyx).xy;
					    u_xlatb18 = u_xlatb19.x || u_xlatb1.x;
					    u_xlatb18 = u_xlatb1.y || u_xlatb18;
					    u_xlatb18 = u_xlatb19.y || u_xlatb18;
					    if(u_xlatb18){
					        SV_Target0 = u_xlat2;
					    } else {
					        u_xlat1.y = u_xlat0.x * 0.5;
					        u_xlat0.x = (u_xlatb27) ? 0.0 : 0.5;
					        u_xlat1.x = u_xlat0.y * 0.25 + u_xlat0.x;
					        u_xlat0 = texture(hxLastVolumetric, u_xlat1.xy);
					        u_xlat1.x = dot(u_xlat2.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat10.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					        u_xlat19 = max(u_xlat10.x, u_xlat1.x);
					        u_xlat28 = min(u_xlat10.x, u_xlat1.x);
					        u_xlat19 = u_xlat28 + u_xlat19;
					        u_xlat19 = u_xlat19 * hxTemporalSettings.x;
					        u_xlat19 = u_xlat19 * 0.5;
					        u_xlat19 = float(1.0) / u_xlat19;
					        u_xlat1.x = (-u_xlat10.x) + u_xlat1.x;
					        u_xlat1.x = (-u_xlat19) * abs(u_xlat1.x) + 1.0;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat1.x = u_xlat1.x * hxTemporalSettings.y;
					        u_xlat0 = (-u_xlat2) + u_xlat0;
					        SV_Target0 = u_xlat1.xxxx * u_xlat0 + u_xlat2;
					    }
					    return;
					}"
				}
			}
		}
	}
}