Shader "Hidden/HxVolumetricDepthAwareBlur" {
	Properties {
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 8239
			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;
						float BlurDepthFalloff;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D VolumetricDepth;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat1.zw, 0.0);
					    u_xlat12 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat18 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlati8 = int((0.999000013<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat1.xy, 0.0);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 1.0;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _MainTex_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_MainTex_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _MainTex_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_MainTex_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat3.x = _MainTex_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _MainTex_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _MainTex_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _MainTex_TexelSize.xy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _MainTex_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _MainTex_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.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[2];
						vec4 _MainTex_TexelSize;
						float BlurDepthFalloff;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D VolumetricDepth;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat1.zw, 0.0);
					    u_xlat12 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat18 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlati8 = int((0.999000013<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat1.xy, 0.0);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 1.0;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _MainTex_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_MainTex_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _MainTex_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_MainTex_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat3.x = _MainTex_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _MainTex_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _MainTex_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _MainTex_TexelSize.xy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _MainTex_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _MainTex_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.xxxx;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Greater
			ZWrite Off
			Cull Off
			GpuProgramID 121964
			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];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					int u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat8;
					int u_xlati8;
					bool u_xlatb8;
					float u_xlat11;
					int u_xlati11;
					bool u_xlatb11;
					float u_xlat16;
					vec2 u_xlat18;
					float u_xlat19;
					float u_xlat24;
					float u_xlat27;
					void main()
					{
					    u_xlat0.x = 0.0;
					    u_xlat0.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat0 = u_xlat0 + vs_TEXCOORD0.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat6 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat11 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat3.y = float(1.0) / u_xlat11;
					    u_xlat6 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat19 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat19 = float(1.0) / u_xlat19;
					    u_xlat27 = (-u_xlat19) + u_xlat3.y;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlat6.xy = max(u_xlat3.yx, vec2(u_xlat19));
					    u_xlati11 = int((u_xlat3.y<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat27 = u_xlat27 / u_xlat6.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlati6 = int((0.999949992<u_xlat19) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb11 = u_xlati11==u_xlati6;
					    u_xlat11 = (u_xlatb11) ? 0.0 : u_xlat27;
					    u_xlat5 = vec4(u_xlat11) * u_xlat5;
					    u_xlat27 = (-u_xlat19) + u_xlat3.x;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlati3 = int((u_xlat3.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb3 = u_xlati3==u_xlati6;
					    u_xlat27 = u_xlat27 / u_xlat6.y;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlat3.x = (u_xlatb3) ? 0.0 : u_xlat27;
					    u_xlat4 = u_xlat4 * u_xlat3.xxxx + u_xlat5;
					    u_xlat3.x = u_xlat3.x + 1.0;
					    u_xlat3.x = u_xlat11 + u_xlat3.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat2 = u_xlat2 * u_xlat8.xxxx + u_xlat4;
					    u_xlat8.x = u_xlat8.x + u_xlat3.x;
					    u_xlat16 = (-u_xlat19) + u_xlat0.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat0.x, u_xlat19);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat0.x = u_xlat0.x + u_xlat8.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.z = 0.0;
					    u_xlat8.xy = u_xlat2.zw + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat2.x = float(0.0);
					    u_xlat18.x = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = vs_TEXCOORD0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    SV_Target0 = u_xlat1 / u_xlat0.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[3];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					int u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat8;
					int u_xlati8;
					bool u_xlatb8;
					float u_xlat11;
					int u_xlati11;
					bool u_xlatb11;
					float u_xlat16;
					vec2 u_xlat18;
					float u_xlat19;
					float u_xlat24;
					float u_xlat27;
					void main()
					{
					    u_xlat0.x = 0.0;
					    u_xlat0.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat0 = u_xlat0 + vs_TEXCOORD0.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat6 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat11 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat3.y = float(1.0) / u_xlat11;
					    u_xlat6 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat19 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat19 = float(1.0) / u_xlat19;
					    u_xlat27 = (-u_xlat19) + u_xlat3.y;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlat6.xy = max(u_xlat3.yx, vec2(u_xlat19));
					    u_xlati11 = int((u_xlat3.y<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat27 = u_xlat27 / u_xlat6.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlati6 = int((0.999949992<u_xlat19) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb11 = u_xlati11==u_xlati6;
					    u_xlat11 = (u_xlatb11) ? 0.0 : u_xlat27;
					    u_xlat5 = vec4(u_xlat11) * u_xlat5;
					    u_xlat27 = (-u_xlat19) + u_xlat3.x;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlati3 = int((u_xlat3.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb3 = u_xlati3==u_xlati6;
					    u_xlat27 = u_xlat27 / u_xlat6.y;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlat3.x = (u_xlatb3) ? 0.0 : u_xlat27;
					    u_xlat4 = u_xlat4 * u_xlat3.xxxx + u_xlat5;
					    u_xlat3.x = u_xlat3.x + 1.0;
					    u_xlat3.x = u_xlat11 + u_xlat3.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat2 = u_xlat2 * u_xlat8.xxxx + u_xlat4;
					    u_xlat8.x = u_xlat8.x + u_xlat3.x;
					    u_xlat16 = (-u_xlat19) + u_xlat0.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat0.x, u_xlat19);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat0.x = u_xlat0.x + u_xlat8.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.z = 0.0;
					    u_xlat8.xy = u_xlat2.zw + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat2.x = float(0.0);
					    u_xlat18.x = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = vs_TEXCOORD0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    SV_Target0 = u_xlat1 / u_xlat0.xxxx;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 174803
			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;
						float BlurDepthFalloff;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D VolumetricDepth;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat1.zw, 0.0);
					    u_xlat12 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat18 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 0.0186860003;
					    u_xlati8 = int((0.999000013<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat1.xy, 0.0);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 0.128759995;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _MainTex_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_MainTex_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _MainTex_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_MainTex_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat3 * vec4(0.128759995, 0.128759995, 0.128759995, 0.128759995) + u_xlat1;
					    u_xlat3.x = _MainTex_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _MainTex_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _MainTex_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _MainTex_TexelSize.xy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _MainTex_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _MainTex_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * 0.00586500019;
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.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[2];
						vec4 _MainTex_TexelSize;
						float BlurDepthFalloff;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D VolumetricDepth;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat1.zw, 0.0);
					    u_xlat12 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat18 = dot(u_xlat2.xy, vec2(1.0, 0.00392156886));
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 0.0186860003;
					    u_xlati8 = int((0.999000013<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat1.xy, 0.0);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 0.128759995;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _MainTex_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_MainTex_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _MainTex_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_MainTex_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat3 * vec4(0.128759995, 0.128759995, 0.128759995, 0.128759995) + u_xlat1;
					    u_xlat3.x = _MainTex_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _MainTex_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _MainTex_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.xy, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat3.zw, 0.0);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _MainTex_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _MainTex_TexelSize.xy;
					    u_xlat4 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat4.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _MainTex_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat4.xy, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _MainTex_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _MainTex_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = textureLod(VolumetricDepth, u_xlat2.xz, 0.0);
					    u_xlat2.x = dot(u_xlat5.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat4.zw, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(VolumetricDepth, u_xlat0.xy, 0.0);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = dot(u_xlat3.xy, vec2(1.0, 0.00392156886));
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999000013) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * 0.00586500019;
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.xxxx;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Greater
			ZWrite Off
			Cull Off
			GpuProgramID 255051
			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];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat1.zw);
					    u_xlat12 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat12 = float(1.0) / u_xlat12;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat18 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat18 = float(1.0) / u_xlat18;
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 0.0186860003;
					    u_xlati8 = int((0.999949992<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat1.xy);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 0.128759995;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat3 * vec4(0.128759995, 0.128759995, 0.128759995, 0.128759995) + u_xlat1;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * 0.00586500019;
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.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[3];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat1.zw);
					    u_xlat12 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat12 = float(1.0) / u_xlat12;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat18 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat18 = float(1.0) / u_xlat18;
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 0.0186860003;
					    u_xlati8 = int((0.999949992<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat1.xy);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 0.128759995;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat3 * vec4(0.128759995, 0.128759995, 0.128759995, 0.128759995) + u_xlat1;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * 0.00586500019;
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.xxxx;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 310495
			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];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					int u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat8;
					int u_xlati8;
					bool u_xlatb8;
					float u_xlat11;
					int u_xlati11;
					bool u_xlatb11;
					float u_xlat16;
					vec2 u_xlat18;
					float u_xlat19;
					float u_xlat24;
					float u_xlat27;
					void main()
					{
					    u_xlat0.x = 0.0;
					    u_xlat0.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat0 = u_xlat0 + vs_TEXCOORD0.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat6 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat11 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat3.y = float(1.0) / u_xlat11;
					    u_xlat6 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat19 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat19 = float(1.0) / u_xlat19;
					    u_xlat27 = (-u_xlat19) + u_xlat3.y;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlat6.xy = max(u_xlat3.yx, vec2(u_xlat19));
					    u_xlati11 = int((u_xlat3.y<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat27 = u_xlat27 / u_xlat6.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlati6 = int((0.999949992<u_xlat19) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb11 = u_xlati11==u_xlati6;
					    u_xlat11 = (u_xlatb11) ? 0.0 : u_xlat27;
					    u_xlat5 = vec4(u_xlat11) * u_xlat5;
					    u_xlat27 = (-u_xlat19) + u_xlat3.x;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlati3 = int((u_xlat3.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb3 = u_xlati3==u_xlati6;
					    u_xlat27 = u_xlat27 / u_xlat6.y;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlat3.x = (u_xlatb3) ? 0.0 : u_xlat27;
					    u_xlat4 = u_xlat4 * u_xlat3.xxxx + u_xlat5;
					    u_xlat3.x = u_xlat3.x + 1.0;
					    u_xlat3.x = u_xlat11 + u_xlat3.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat2 = u_xlat2 * u_xlat8.xxxx + u_xlat4;
					    u_xlat8.x = u_xlat8.x + u_xlat3.x;
					    u_xlat16 = (-u_xlat19) + u_xlat0.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat0.x, u_xlat19);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat0.x = u_xlat0.x + u_xlat8.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.z = 0.0;
					    u_xlat8.xy = u_xlat2.zw + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat2.x = float(0.0);
					    u_xlat18.x = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = vs_TEXCOORD0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    SV_Target0 = u_xlat1 / u_xlat0.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[3];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					int u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat8;
					int u_xlati8;
					bool u_xlatb8;
					float u_xlat11;
					int u_xlati11;
					bool u_xlatb11;
					float u_xlat16;
					vec2 u_xlat18;
					float u_xlat19;
					float u_xlat24;
					float u_xlat27;
					void main()
					{
					    u_xlat0.x = 0.0;
					    u_xlat0.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat0 = u_xlat0 + vs_TEXCOORD0.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat6 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat11 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat3.y = float(1.0) / u_xlat11;
					    u_xlat6 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat19 = _ZBufferParams.x * u_xlat6.x + _ZBufferParams.y;
					    u_xlat19 = float(1.0) / u_xlat19;
					    u_xlat27 = (-u_xlat19) + u_xlat3.y;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlat6.xy = max(u_xlat3.yx, vec2(u_xlat19));
					    u_xlati11 = int((u_xlat3.y<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat27 = u_xlat27 / u_xlat6.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlati6 = int((0.999949992<u_xlat19) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb11 = u_xlati11==u_xlati6;
					    u_xlat11 = (u_xlatb11) ? 0.0 : u_xlat27;
					    u_xlat5 = vec4(u_xlat11) * u_xlat5;
					    u_xlat27 = (-u_xlat19) + u_xlat3.x;
					    u_xlat27 = abs(u_xlat27) * BlurDepthFalloff;
					    u_xlati3 = int((u_xlat3.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb3 = u_xlati3==u_xlati6;
					    u_xlat27 = u_xlat27 / u_xlat6.y;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = u_xlat27 * 1.44269502;
					    u_xlat27 = exp2(u_xlat27);
					    u_xlat3.x = (u_xlatb3) ? 0.0 : u_xlat27;
					    u_xlat4 = u_xlat4 * u_xlat3.xxxx + u_xlat5;
					    u_xlat3.x = u_xlat3.x + 1.0;
					    u_xlat3.x = u_xlat11 + u_xlat3.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat2 = u_xlat2 * u_xlat8.xxxx + u_xlat4;
					    u_xlat8.x = u_xlat8.x + u_xlat3.x;
					    u_xlat16 = (-u_xlat19) + u_xlat0.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat0.x, u_xlat19);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat0.x = u_xlat0.x + u_xlat8.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.z = 0.0;
					    u_xlat8.xy = u_xlat2.zw + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat2;
					    u_xlat2.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat2.y = float(0.0);
					    u_xlat18.y = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat2.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat2.x = float(0.0);
					    u_xlat18.x = float(0.0);
					    u_xlat8.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = vs_TEXCOORD0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat4 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + vs_TEXCOORD0.xyxy;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat7 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat7.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat5 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat18.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat8.xy = u_xlat18.xy + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat2 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    u_xlat8.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + vs_TEXCOORD0.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat8.xy, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat8.xy);
					    u_xlat8.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat8.x = float(1.0) / u_xlat8.x;
					    u_xlat16 = (-u_xlat19) + u_xlat8.x;
					    u_xlat24 = max(u_xlat8.x, u_xlat19);
					    u_xlati8 = int((u_xlat8.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb8 = u_xlati8==u_xlati6;
					    u_xlat16 = abs(u_xlat16) * BlurDepthFalloff;
					    u_xlat16 = u_xlat16 / u_xlat24;
					    u_xlat16 = u_xlat16 * (-u_xlat16);
					    u_xlat16 = u_xlat16 * 1.44269502;
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat8.x = (u_xlatb8) ? 0.0 : u_xlat16;
					    u_xlat1 = u_xlat2 * u_xlat8.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat8.x + u_xlat0.x;
					    SV_Target0 = u_xlat1 / u_xlat0.xxxx;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 334534
			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];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat1.zw);
					    u_xlat12 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat12 = float(1.0) / u_xlat12;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat18 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat18 = float(1.0) / u_xlat18;
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 0.0186860003;
					    u_xlati8 = int((0.999949992<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat1.xy);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 0.128759995;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat3 * vec4(0.128759995, 0.128759995, 0.128759995, 0.128759995) + u_xlat1;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * 0.00586500019;
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.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[3];
						float BlurDepthFalloff;
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					float u_xlat8;
					int u_xlati8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, -2.0, -1.0, -2.0) + u_xlat0.xyxy;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat1.zw);
					    u_xlat12 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat12 = float(1.0) / u_xlat12;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat18 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat18 = float(1.0) / u_xlat18;
					    u_xlat2.x = (-u_xlat18) + u_xlat12;
					    u_xlat2.x = abs(u_xlat2.x) * BlurDepthFalloff;
					    u_xlat8 = max(u_xlat12, u_xlat18);
					    u_xlati12 = int((u_xlat12<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlat2.x = u_xlat2.x / u_xlat8;
					    u_xlat2.x = u_xlat2.x * (-u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 1.44269502;
					    u_xlat2.x = exp2(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 0.0186860003;
					    u_xlati8 = int((0.999949992<u_xlat18) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb12 = u_xlati12==u_xlati8;
					    u_xlat12 = (u_xlatb12) ? 0.0 : u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					    u_xlat3 = vec4(u_xlat12) * u_xlat3;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat1.xy);
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat3;
					    u_xlat2.x = u_xlat2.x + 0.128759995;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = 0.0;
					    u_xlat3.yzw = _CameraDepthTexture_TexelSize.yxy * vec3(-2.0, 1.0, -2.0);
					    u_xlat3 = u_xlat0.xyxy + u_xlat3;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, -2.0, -2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.xyw = (-_CameraDepthTexture_TexelSize.xyy);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.z = 0.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.zw;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(1.0, -1.0, 2.0, -1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x * -2.0;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = (-_CameraDepthTexture_TexelSize.x);
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1 = u_xlat3 * vec4(0.128759995, 0.128759995, 0.128759995, 0.128759995) + u_xlat1;
					    u_xlat3.x = _CameraDepthTexture_TexelSize.x;
					    u_xlat3.y = float(0.0);
					    u_xlat15.y = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.x = _CameraDepthTexture_TexelSize.x * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = _CameraDepthTexture_TexelSize.xyxy * vec4(-2.0, 1.0, -1.0, 1.0) + u_xlat0.xyxy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat3.zw);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3.y = _CameraDepthTexture_TexelSize.y;
					    u_xlat3.x = float(0.0);
					    u_xlat15.x = float(0.0);
					    u_xlat2.xz = u_xlat0.xy + u_xlat3.xy;
					    u_xlat4 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0875549987;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat2.xz = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					    u_xlat4 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat5 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat4.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0595359989;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(2.0, 1.0, -2.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.00586500019;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat4 = _CameraDepthTexture_TexelSize.xyxy * vec4(-1.0, 2.0, 1.0, 2.0) + u_xlat0.xyxy;
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat4.xy);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat5 = textureLod(_MainTex, u_xlat4.xy, 0.0);
					    u_xlat1 = u_xlat5 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat15.y = _CameraDepthTexture_TexelSize.y * 2.0;
					    u_xlat2.xz = u_xlat0.xy + u_xlat15.xy;
					    u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(2.0, 2.0) + u_xlat0.xy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xz, 0.0);
					    u_xlat5 = texture(_CameraDepthTexture, u_xlat2.xz);
					    u_xlat2.x = _ZBufferParams.x * u_xlat5.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0274810009;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat3 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat4.zw);
					    u_xlat4 = textureLod(_MainTex, u_xlat4.zw, 0.0);
					    u_xlat2.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat14 = (-u_xlat18) + u_xlat2.x;
					    u_xlat14 = abs(u_xlat14) * BlurDepthFalloff;
					    u_xlat20 = max(u_xlat18, u_xlat2.x);
					    u_xlati2 = int((u_xlat2.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb2 = u_xlati2==u_xlati8;
					    u_xlat14 = u_xlat14 / u_xlat20;
					    u_xlat14 = u_xlat14 * (-u_xlat14);
					    u_xlat14 = u_xlat14 * 1.44269502;
					    u_xlat14 = exp2(u_xlat14);
					    u_xlat14 = u_xlat14 * 0.0186860003;
					    u_xlat2.x = (u_xlatb2) ? 0.0 : u_xlat14;
					    u_xlat1 = u_xlat4 * u_xlat2.xxxx + u_xlat1;
					    u_xlat12 = u_xlat12 + u_xlat2.x;
					    u_xlat3 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat4 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat6 = (-u_xlat18) + u_xlat0.x;
					    u_xlat18 = max(u_xlat0.x, u_xlat18);
					    u_xlati0 = int((u_xlat0.x<0.999949992) ? 0xFFFFFFFFu : uint(0));
					    u_xlatb0 = u_xlati0==u_xlati8;
					    u_xlat6 = abs(u_xlat6) * BlurDepthFalloff;
					    u_xlat6 = u_xlat6 / u_xlat18;
					    u_xlat6 = u_xlat6 * (-u_xlat6);
					    u_xlat6 = u_xlat6 * 1.44269502;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat6 = u_xlat6 * 0.00586500019;
					    u_xlat0.x = (u_xlatb0) ? 0.0 : u_xlat6;
					    u_xlat1 = u_xlat4 * u_xlat0.xxxx + u_xlat1;
					    u_xlat0.x = u_xlat0.x + u_xlat12;
					    SV_Target0 = u_xlat1 / u_xlat0.xxxx;
					    return;
					}"
				}
			}
		}
	}
}