Shader "Hidden/LensAberrations" {
	Properties {
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 40832
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat2 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					int u_xlati1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat3 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat2 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					int u_xlati1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat3 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat2 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					int u_xlati1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat3 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat2 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					int u_xlati1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat3 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "DISTORT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat2 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "DISTORT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					int u_xlati1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat3 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "UNDISTORT" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat2 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[6];
						vec2 _BlurPass;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					bool u_xlatb0;
					int u_xlati1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    u_xlatb0 = _MainTex_TexelSize.y<0.0;
					    u_xlat3 = (-in_TEXCOORD0.y) + 1.0;
					    u_xlat0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    u_xlat0.x = in_TEXCOORD0.x;
					    vs_TEXCOORD0.xy = u_xlat0.xy;
					    vs_TEXCOORD1.xy = _BlurPass.xy * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD1.zw = (-_BlurPass.xy) * vec2(1.38461542, 1.38461542) + u_xlat0.xy;
					    vs_TEXCOORD2.xy = _BlurPass.xy * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    vs_TEXCOORD2.zw = (-_BlurPass.xy) * vec2(3.23076916, 3.23076916) + u_xlat0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0 = u_xlat0 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD1.zw);
					    u_xlat0 = u_xlat1 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD2.xy);
					    u_xlat0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD2.zw);
					    SV_Target0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0 = u_xlat0 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD1.zw);
					    u_xlat0 = u_xlat1 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD2.xy);
					    u_xlat0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD2.zw);
					    SV_Target0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat6;
					float u_xlat8;
					vec2 u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4 = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat0 = u_xlat0 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat1 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4 = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat6;
					float u_xlat8;
					vec2 u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4 = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat0 = u_xlat0 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat1 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4 = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat7;
					bool u_xlatb7;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb9;
					vec2 u_xlat10;
					float u_xlat11;
					float u_xlat13;
					float u_xlat16;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat11 = max(abs(u_xlat6), 1.0);
					    u_xlat11 = float(1.0) / u_xlat11;
					    u_xlat16 = min(abs(u_xlat6), 1.0);
					    u_xlat11 = u_xlat11 * u_xlat16;
					    u_xlat16 = u_xlat11 * u_xlat11;
					    u_xlat2.x = u_xlat16 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + -0.330299497;
					    u_xlat16 = u_xlat16 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat16 * u_xlat11;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb7 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat2.x = u_xlatb7 ? u_xlat2.x : float(0.0);
					    u_xlat11 = u_xlat11 * u_xlat16 + u_xlat2.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat11) : u_xlat11;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4 = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4 = u_xlat18 * u_xlat4 + 0.180141002;
					    u_xlat4 = u_xlat18 * u_xlat4 + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4 + 0.999866009;
					    u_xlat4 = u_xlat18 * u_xlat13;
					    u_xlat4 = u_xlat4 * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4 = u_xlatb9 ? u_xlat4 : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat0 = u_xlat0 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat6), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat6), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat1 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4 = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4 = u_xlat18 * u_xlat4 + 0.180141002;
					    u_xlat4 = u_xlat18 * u_xlat4 + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4 + 0.999866009;
					    u_xlat4 = u_xlat18 * u_xlat13;
					    u_xlat4 = u_xlat4 * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4 = u_xlatb9 ? u_xlat4 : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat6), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat6), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat7;
					bool u_xlatb7;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb9;
					vec2 u_xlat10;
					float u_xlat11;
					float u_xlat13;
					float u_xlat16;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat11 = max(abs(u_xlat6), 1.0);
					    u_xlat11 = float(1.0) / u_xlat11;
					    u_xlat16 = min(abs(u_xlat6), 1.0);
					    u_xlat11 = u_xlat11 * u_xlat16;
					    u_xlat16 = u_xlat11 * u_xlat11;
					    u_xlat2.x = u_xlat16 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + -0.330299497;
					    u_xlat16 = u_xlat16 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat16 * u_xlat11;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb7 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat2.x = u_xlatb7 ? u_xlat2.x : float(0.0);
					    u_xlat11 = u_xlat11 * u_xlat16 + u_xlat2.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat11) : u_xlat11;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4 = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4 = u_xlat18 * u_xlat4 + 0.180141002;
					    u_xlat4 = u_xlat18 * u_xlat4 + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4 + 0.999866009;
					    u_xlat4 = u_xlat18 * u_xlat13;
					    u_xlat4 = u_xlat4 * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4 = u_xlatb9 ? u_xlat4 : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat0 = u_xlat0 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat6), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat6), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat1 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat0;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4 = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4 = u_xlat18 * u_xlat4 + 0.180141002;
					    u_xlat4 = u_xlat18 * u_xlat4 + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4 + 0.999866009;
					    u_xlat4 = u_xlat18 * u_xlat13;
					    u_xlat4 = u_xlat4 * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4 = u_xlatb9 ? u_xlat4 : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat6), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat6), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0 = u_xlat1 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat8;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat8 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = vec2(u_xlat8) * u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0 = vs_TEXCOORD1 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0);
					    u_xlat2.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * u_xlat2.xx;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat2;
					    u_xlat0.x = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = u_xlat0.xx * u_xlat0.zw;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD1.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD1.zw);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0 = u_xlat2 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = vs_TEXCOORD2 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0);
					    u_xlat2.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * u_xlat2.xx;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD2.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD2.xy);
					    u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat1.zw, u_xlat1.zw);
					    u_xlat1.xy = u_xlat1.xx * u_xlat1.zw;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD2.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD2.zw);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat8;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat8 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = vec2(u_xlat8) * u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0 = vs_TEXCOORD1 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0);
					    u_xlat2.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * u_xlat2.xx;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat2 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat2;
					    u_xlat0.x = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = u_xlat0.xx * u_xlat0.zw;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD1.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD1.zw);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0 = u_xlat2 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = vs_TEXCOORD2 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0);
					    u_xlat2.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * u_xlat2.xx;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD2.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD2.xy);
					    u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat1.zw, u_xlat1.zw);
					    u_xlat1.xy = u_xlat1.xx * u_xlat1.zw;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD2.zw;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD2.zw);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "DISTORT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat6;
					float u_xlat8;
					vec2 u_xlat10;
					vec2 u_xlat11;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat0 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat0 = u_xlat0 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4.x = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4.x;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat0.xy = u_xlat2.xy * u_xlat3.xx + u_xlat0.xy;
					    u_xlat2.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat0.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat0.xy = u_xlat0.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat0.x);
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat5 = float(1.0) / u_xlat0.y;
					    u_xlat0.x = u_xlat0.x / u_xlat2.x;
					    u_xlat0.x = u_xlat0.x * u_xlat5 + -1.0;
					    u_xlat0.xy = u_xlat2.zw * u_xlat0.xx + u_xlat0.zw;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat2.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat2.xyz) + u_xlat0.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0 = u_xlat2 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4.x = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4.x;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat2.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat11.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat11.xy, u_xlat11.xy);
					    u_xlat11.xy = u_xlat11.xy * u_xlat2.xx;
					    u_xlat11.xy = (-u_xlat11.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat11.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "DISTORT" "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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat6;
					float u_xlat8;
					vec2 u_xlat10;
					vec2 u_xlat11;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat0 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat0 = u_xlat0 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4.x = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4.x;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat0.xy = u_xlat2.xy * u_xlat3.xx + u_xlat0.xy;
					    u_xlat2.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat0.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat0.xy = u_xlat0.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat0.x);
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat5 = float(1.0) / u_xlat0.y;
					    u_xlat0.x = u_xlat0.x / u_xlat2.x;
					    u_xlat0.x = u_xlat0.x * u_xlat5 + -1.0;
					    u_xlat0.xy = u_xlat2.zw * u_xlat0.xx + u_xlat0.zw;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat2.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat2.xyz) + u_xlat0.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0 = u_xlat2 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.xy = u_xlat3.xx * _DistAmount.xy;
					    u_xlat4.x = cos(u_xlat3.x);
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat8 = float(1.0) / u_xlat3.y;
					    u_xlat3.x = u_xlat3.x / u_xlat4.x;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat2.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat11.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat11.xy, u_xlat11.xy);
					    u_xlat11.xy = u_xlat11.xy * u_xlat2.xx;
					    u_xlat11.xy = (-u_xlat11.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat11.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "UNDISTORT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat7;
					bool u_xlatb7;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb9;
					vec2 u_xlat10;
					vec2 u_xlat11;
					float u_xlat13;
					float u_xlat16;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat11.x = max(abs(u_xlat6), 1.0);
					    u_xlat11.x = float(1.0) / u_xlat11.x;
					    u_xlat16 = min(abs(u_xlat6), 1.0);
					    u_xlat11.x = u_xlat11.x * u_xlat16;
					    u_xlat16 = u_xlat11.x * u_xlat11.x;
					    u_xlat2.x = u_xlat16 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + -0.330299497;
					    u_xlat16 = u_xlat16 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat16 * u_xlat11.x;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb7 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat2.x = u_xlatb7 ? u_xlat2.x : float(0.0);
					    u_xlat11.x = u_xlat11.x * u_xlat16 + u_xlat2.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat11.x) : u_xlat11.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat0 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat0 = u_xlat0 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4.x = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + 0.180141002;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4.x + 0.999866009;
					    u_xlat4.x = u_xlat18 * u_xlat13;
					    u_xlat4.x = u_xlat4.x * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4.x = u_xlatb9 ? u_xlat4.x : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4.x;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat0.xy = u_xlat2.xy * u_xlat3.xx + u_xlat0.xy;
					    u_xlat2.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat0.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat5 = u_xlat0.x * _DistAmount.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat5), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat5), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat5);
					    u_xlat5 = min(u_xlat5, 1.0);
					    u_xlatb5 = u_xlat5<(-u_xlat5);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat5 = (u_xlatb5) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat0.x = u_xlat0.x * u_xlat5 + -1.0;
					    u_xlat0.xy = u_xlat2.zw * u_xlat0.xx + u_xlat0.zw;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat2.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat2.xyz) + u_xlat0.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0 = u_xlat2 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4.x = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + 0.180141002;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4.x + 0.999866009;
					    u_xlat4.x = u_xlat18 * u_xlat13;
					    u_xlat4.x = u_xlat4.x * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4.x = u_xlatb9 ? u_xlat4.x : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4.x;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat2.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat6), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat6), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat11.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat11.xy, u_xlat11.xy);
					    u_xlat11.xy = u_xlat11.xy * u_xlat2.xx;
					    u_xlat11.xy = (-u_xlat11.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat11.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "CHROMATIC_ABERRATION" "UNDISTORT" "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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[4];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat7;
					bool u_xlatb7;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb9;
					vec2 u_xlat10;
					vec2 u_xlat11;
					float u_xlat13;
					float u_xlat16;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat10.xy = u_xlat10.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat11.x = max(abs(u_xlat6), 1.0);
					    u_xlat11.x = float(1.0) / u_xlat11.x;
					    u_xlat16 = min(abs(u_xlat6), 1.0);
					    u_xlat11.x = u_xlat11.x * u_xlat16;
					    u_xlat16 = u_xlat11.x * u_xlat11.x;
					    u_xlat2.x = u_xlat16 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat16 * u_xlat2.x + -0.330299497;
					    u_xlat16 = u_xlat16 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat16 * u_xlat11.x;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb7 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat2.x = u_xlatb7 ? u_xlat2.x : float(0.0);
					    u_xlat11.x = u_xlat11.x * u_xlat16 + u_xlat2.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat11.x) : u_xlat11.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat0.xy = u_xlat10.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0 = vs_TEXCOORD1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat0 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat0 = u_xlat0 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4.x = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + 0.180141002;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4.x + 0.999866009;
					    u_xlat4.x = u_xlat18 * u_xlat13;
					    u_xlat4.x = u_xlat4.x * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4.x = u_xlatb9 ? u_xlat4.x : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4.x;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat0.xy = u_xlat2.xy * u_xlat3.xx + u_xlat0.xy;
					    u_xlat2.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat3 = texture(_MainTex, u_xlat0.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3 = u_xlat3 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623);
					    u_xlat1 = u_xlat1 * vec4(0.227027029, 0.227027029, 0.227027029, 0.227027029) + u_xlat3;
					    u_xlat0.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat5 = u_xlat0.x * _DistAmount.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat5), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat5), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat5);
					    u_xlat5 = min(u_xlat5, 1.0);
					    u_xlatb5 = u_xlat5<(-u_xlat5);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat5 = (u_xlatb5) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat0.x = u_xlat0.x * u_xlat5 + -1.0;
					    u_xlat0.xy = u_xlat2.zw * u_xlat0.xx + u_xlat0.zw;
					    u_xlat10.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat10.xy, u_xlat10.xy);
					    u_xlat10.xy = u_xlat10.xy * u_xlat2.xx;
					    u_xlat10.xy = (-u_xlat10.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat10.xy);
					    u_xlat0.xyz = (-u_xlat2.xyz) + u_xlat0.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0 = u_xlat2 * vec4(0.31621623, 0.31621623, 0.31621623, 0.31621623) + u_xlat1;
					    u_xlat1 = vs_TEXCOORD2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat1 * _DistAmount.zzzz + (-_DistCenterScale.xyxy);
					    u_xlat1 = u_xlat1 * _DistAmount.zzzz + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 * _DistCenterScale.zwzw;
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat8 = u_xlat3.x * _DistAmount.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x * _DistAmount.x;
					    u_xlat13 = max(abs(u_xlat8), 1.0);
					    u_xlat13 = float(1.0) / u_xlat13;
					    u_xlat18 = min(abs(u_xlat8), 1.0);
					    u_xlat13 = u_xlat13 * u_xlat18;
					    u_xlat18 = u_xlat13 * u_xlat13;
					    u_xlat4.x = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + 0.180141002;
					    u_xlat4.x = u_xlat18 * u_xlat4.x + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat4.x + 0.999866009;
					    u_xlat4.x = u_xlat18 * u_xlat13;
					    u_xlat4.x = u_xlat4.x * -2.0 + 1.57079637;
					    u_xlatb9 = 1.0<abs(u_xlat8);
					    u_xlat8 = min(u_xlat8, 1.0);
					    u_xlatb8 = u_xlat8<(-u_xlat8);
					    u_xlat4.x = u_xlatb9 ? u_xlat4.x : float(0.0);
					    u_xlat13 = u_xlat13 * u_xlat18 + u_xlat4.x;
					    u_xlat8 = (u_xlatb8) ? (-u_xlat13) : u_xlat13;
					    u_xlat3.x = u_xlat3.x * u_xlat8 + -1.0;
					    u_xlat1.xy = u_xlat2.xy * u_xlat3.xx + u_xlat1.xy;
					    u_xlat2.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * u_xlat3.xx;
					    u_xlat2.xy = (-u_xlat2.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat3 = texture(_MainTex, u_xlat1.xy);
					    u_xlat4 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xyz = (-u_xlat3.xyz) + u_xlat4.xyz;
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0 = u_xlat3 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    u_xlat1.x = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat2.x = max(abs(u_xlat6), 1.0);
					    u_xlat2.x = float(1.0) / u_xlat2.x;
					    u_xlat7 = min(abs(u_xlat6), 1.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7;
					    u_xlat7 = u_xlat2.x * u_xlat2.x;
					    u_xlat3.x = u_xlat7 * 0.0208350997 + -0.0851330012;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + 0.180141002;
					    u_xlat3.x = u_xlat7 * u_xlat3.x + -0.330299497;
					    u_xlat7 = u_xlat7 * u_xlat3.x + 0.999866009;
					    u_xlat3.x = u_xlat7 * u_xlat2.x;
					    u_xlat3.x = u_xlat3.x * -2.0 + 1.57079637;
					    u_xlatb8 = 1.0<abs(u_xlat6);
					    u_xlat6 = min(u_xlat6, 1.0);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat3.x = u_xlatb8 ? u_xlat3.x : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat7 + u_xlat3.x;
					    u_xlat6 = (u_xlatb6) ? (-u_xlat2.x) : u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + -1.0;
					    u_xlat1.xy = u_xlat2.zw * u_xlat1.xx + u_xlat1.zw;
					    u_xlat11.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.x = dot(u_xlat11.xy, u_xlat11.xy);
					    u_xlat11.xy = u_xlat11.xy * u_xlat2.xx;
					    u_xlat11.xy = (-u_xlat11.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat11.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat2.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0 = u_xlat2 * vec4(0.0702702701, 0.0702702701, 0.0702702701, 0.0702702701) + u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 97523
			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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[5];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = vec2(u_xlat4) * u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define 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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[5];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat4 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = vec2(u_xlat4) * u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 173835
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec2 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2 = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    SV_Target0 = texture(_MainTex, u_xlat0.xy);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec2 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2 = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    SV_Target0 = texture(_MainTex, u_xlat0.xy);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					float u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1 = sqrt(u_xlat1);
					    u_xlat4 = u_xlat1 * _DistAmount.y;
					    u_xlat1 = float(1.0) / u_xlat1;
					    u_xlat1 = u_xlat1 * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1 = u_xlat1 * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * vec2(u_xlat1) + u_xlat0.xy;
					    SV_Target0 = texture(_MainTex, u_xlat0.xy);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_3[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					float u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1 = sqrt(u_xlat1);
					    u_xlat4 = u_xlat1 * _DistAmount.y;
					    u_xlat1 = float(1.0) / u_xlat1;
					    u_xlat1 = u_xlat1 * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1 = u_xlat1 * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * vec2(u_xlat1) + u_xlat0.xy;
					    SV_Target0 = texture(_MainTex, u_xlat0.xy);
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 223493
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat5.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat5.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.x * _VignetteBlur;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.x * _VignetteBlur;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat5.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat5.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.x * _VignetteBlur;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[6];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat3.x = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.x * _VignetteBlur;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 263845
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2 = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    SV_Target0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2 = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    SV_Target0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    SV_Target0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec4 unused_0_4[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    SV_Target0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 381337
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.xy = vec2(u_xlat9) * u_xlat3.xy;
					    u_xlat3.xy = (-u_xlat3.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat3.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.xy = vec2(u_xlat9) * u_xlat3.xy;
					    u_xlat3.xy = (-u_xlat3.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat3.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = vec2(u_xlat6) * u_xlat0.xy;
					    u_xlat6 = u_xlat6 * _VignetteBlur;
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyw = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat0.xyw = _ChromaticAberration.xyz * u_xlat0.xyw + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyw) + u_xlat1.xyz;
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat6 = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.xy = vec2(u_xlat6) * u_xlat0.xy;
					    u_xlat6 = u_xlat6 * _VignetteBlur;
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat0.xy = (-u_xlat0.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyw = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat0.xyw = _ChromaticAberration.xyz * u_xlat0.xyw + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyw) + u_xlat1.xyz;
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.xy = vec2(u_xlat9) * u_xlat3.xy;
					    u_xlat3.xy = (-u_xlat3.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat3.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.xy = vec2(u_xlat9) * u_xlat3.xy;
					    u_xlat3.xy = (-u_xlat3.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat3.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat3.xyz = _ChromaticAberration.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.xy = vec2(u_xlat9) * u_xlat1.xy;
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat1.xy = (-u_xlat1.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.xy = vec2(u_xlat9) * u_xlat3.xy;
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat3.xy = (-u_xlat3.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat3.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 unused_0_2[2];
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat3.xy = vec2(u_xlat9) * u_xlat3.xy;
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat3.xy = (-u_xlat3.xy) * _ChromaticAberration.ww + vs_TEXCOORD0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat3.xy);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat1.x = dot(u_xlat3.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat3.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 456689
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4.x = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.w = u_xlat0.w;
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4.x = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.w = u_xlat0.w;
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3.x = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3.x;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat12 = u_xlat12 * _VignetteBlur;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3.x = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3.x;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat12 = u_xlat12 * _VignetteBlur;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat4.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat4.xy = u_xlat4.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat9.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat2.x = sin(u_xlat9.x);
					    u_xlat3 = cos(u_xlat9.x);
					    u_xlat12 = float(1.0) / u_xlat9.y;
					    u_xlat9.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat9.x * u_xlat12 + -1.0;
					    u_xlat4.xy = u_xlat1.xy * vec2(u_xlat12) + u_xlat4.xy;
					    u_xlat1 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4.x = dot(u_xlat1.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat2.xyz = (-u_xlat4.xxx) + u_xlat1.xyz;
					    u_xlat4.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat2.xyz + u_xlat4.xxx;
					    u_xlat1.xyz = (-u_xlat4.xyz) + u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat4.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat4.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat4.xy = u_xlat4.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat9.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat2.x = sin(u_xlat9.x);
					    u_xlat3 = cos(u_xlat9.x);
					    u_xlat12 = float(1.0) / u_xlat9.y;
					    u_xlat9.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat9.x * u_xlat12 + -1.0;
					    u_xlat4.xy = u_xlat1.xy * vec2(u_xlat12) + u_xlat4.xy;
					    u_xlat1 = texture(_MainTex, u_xlat4.xy);
					    u_xlat4.x = dot(u_xlat1.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat2.xyz = (-u_xlat4.xxx) + u_xlat1.xyz;
					    u_xlat4.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat2.xyz + u_xlat4.xxx;
					    u_xlat1.xyz = (-u_xlat4.xyz) + u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat4.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3.x = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3.x;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat12 = u_xlat12 * _VignetteBlur;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3.x = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3.x;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat1 = texture(_MainTex, u_xlat1.xy);
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat12 = u_xlat12 * _VignetteBlur;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _VignetteSettings.y;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _VignetteSettings.y;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.w = u_xlat0.w;
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.w = u_xlat0.w;
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _VignetteSettings.y;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * _VignetteSettings.y;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.w = u_xlat0.w;
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4.x = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4.x), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4.x), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4.x);
					    u_xlat4.x = min(u_xlat4.x, 1.0);
					    u_xlatb4 = u_xlat4.x<(-u_xlat4.x);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4.x = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4.x + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1.x = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    SV_Target0.w = u_xlat0.w;
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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[4];
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat10 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat10 = u_xlat10 * _VignetteBlur;
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat10) * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = u_xlat0.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 476909
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat9.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat9.xy = vec2(u_xlat12) * u_xlat9.xy;
					    u_xlat9.xy = (-u_xlat9.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat9.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.xx;
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat9.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat9.xy = vec2(u_xlat12) * u_xlat9.xy;
					    u_xlat9.xy = (-u_xlat9.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat9.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat9.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat9.xy = vec2(u_xlat12) * u_xlat9.xy;
					    u_xlat9.xy = (-u_xlat9.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat9.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3 = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat9.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat9.xy = vec2(u_xlat12) * u_xlat9.xy;
					    u_xlat9.xy = (-u_xlat9.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat9.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3.x = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3.x;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat9.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat9.xy = vec2(u_xlat12) * u_xlat9.xy;
					    u_xlat9.xy = (-u_xlat9.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat9.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat12 = u_xlat12 * _VignetteBlur;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat9;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat0.xy = abs(u_xlat0.xy) * _VignetteSettings.xx;
					    u_xlat0.xy = log2(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * _VignetteSettings.zz;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSettings.y;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + _VignetteColor.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat9.xy = u_xlat1.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat1.xy = u_xlat1.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat9.xy = u_xlat9.xy * _DistCenterScale.zw;
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat12 = sqrt(u_xlat12);
					    u_xlat2.xy = vec2(u_xlat12) * _DistAmount.xy;
					    u_xlat3.x = cos(u_xlat2.x);
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat12 = float(1.0) / u_xlat2.y;
					    u_xlat2.x = u_xlat2.x / u_xlat3.x;
					    u_xlat12 = u_xlat2.x * u_xlat12 + -1.0;
					    u_xlat1.xy = u_xlat9.xy * vec2(u_xlat12) + u_xlat1.xy;
					    u_xlat9.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat9.xy = vec2(u_xlat12) * u_xlat9.xy;
					    u_xlat9.xy = (-u_xlat9.xy) * _ChromaticAberration.ww + u_xlat1.xy;
					    u_xlat2 = texture(_MainTex, u_xlat1.xy);
					    u_xlat1 = texture(_MainTex, u_xlat9.xy);
					    u_xlat1.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat1.xyz = _ChromaticAberration.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    u_xlat2 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat12 = u_xlat12 * _VignetteBlur;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat2.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					vec2 u_xlat6;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.xy = u_xlat1.xx * _DistAmount.xy;
					    u_xlat2.x = cos(u_xlat1.x);
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4 = float(1.0) / u_xlat1.y;
					    u_xlat1.x = u_xlat1.x / u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_CLASSIC" "VIGNETTE_DESAT" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.xx;
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2 = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2 = u_xlat10 * u_xlat2 + 0.180141002;
					    u_xlat2 = u_xlat10 * u_xlat2 + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2 + 0.999866009;
					    u_xlat2 = u_xlat10 * u_xlat7;
					    u_xlat2 = u_xlat2 * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2 = u_xlatb5 ? u_xlat2 : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat1.xy = abs(u_xlat1.xy) * _VignetteSettings.xx;
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat1.xy = u_xlat1.xy * _VignetteSettings.zz;
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat9 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNDISTORT" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BLUR" "VIGNETTE_DESAT" "VIGNETTE_FILMIC" }
					"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];
						vec4 _ChromaticAberration;
						vec4 _DistCenterScale;
						vec3 _DistAmount;
						vec3 _VignetteColor;
						vec3 _VignetteSettings;
						vec2 _VignetteCenter;
						float _VignetteBlur;
						float _VignetteDesat;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BlurTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					bool u_xlatb5;
					vec2 u_xlat6;
					float u_xlat7;
					float u_xlat9;
					float u_xlat10;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat6.xy = u_xlat0.xy * _DistAmount.zz + (-_DistCenterScale.xy);
					    u_xlat0.xy = u_xlat0.xy * _DistAmount.zz + vec2(0.5, 0.5);
					    u_xlat6.xy = u_xlat6.xy * _DistCenterScale.zw;
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = u_xlat1.x * _DistAmount.y;
					    u_xlat1.x = float(1.0) / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _DistAmount.x;
					    u_xlat7 = max(abs(u_xlat4), 1.0);
					    u_xlat7 = float(1.0) / u_xlat7;
					    u_xlat10 = min(abs(u_xlat4), 1.0);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat10 = u_xlat7 * u_xlat7;
					    u_xlat2.x = u_xlat10 * 0.0208350997 + -0.0851330012;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + 0.180141002;
					    u_xlat2.x = u_xlat10 * u_xlat2.x + -0.330299497;
					    u_xlat10 = u_xlat10 * u_xlat2.x + 0.999866009;
					    u_xlat2.x = u_xlat10 * u_xlat7;
					    u_xlat2.x = u_xlat2.x * -2.0 + 1.57079637;
					    u_xlatb5 = 1.0<abs(u_xlat4);
					    u_xlat4 = min(u_xlat4, 1.0);
					    u_xlatb4 = u_xlat4<(-u_xlat4);
					    u_xlat2.x = u_xlatb5 ? u_xlat2.x : float(0.0);
					    u_xlat7 = u_xlat7 * u_xlat10 + u_xlat2.x;
					    u_xlat4 = (u_xlatb4) ? (-u_xlat7) : u_xlat7;
					    u_xlat1.x = u_xlat1.x * u_xlat4 + -1.0;
					    u_xlat0.xy = u_xlat6.xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat6.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat6.xy = u_xlat6.xy * u_xlat1.xx;
					    u_xlat6.xy = (-u_xlat6.xy) * _ChromaticAberration.ww + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0 = texture(_MainTex, u_xlat6.xy);
					    u_xlat0.xyz = (-u_xlat1.xyz) + u_xlat0.xyz;
					    u_xlat0.xyz = _ChromaticAberration.xyz * u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = u_xlat1.w;
					    u_xlat1 = texture(_BlurTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = u_xlat9 * _VignetteBlur;
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat9 = dot(u_xlat0.xyz, vec3(0.0396819152, 0.45802179, 0.00609653955));
					    u_xlat1.xyz = (-vec3(u_xlat9)) + u_xlat0.xyz;
					    u_xlat1.xyz = vec3(vec3(_VignetteDesat, _VignetteDesat, _VignetteDesat)) * u_xlat1.xyz + vec3(u_xlat9);
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + (-_VignetteCenter.xy);
					    u_xlat2.xy = abs(u_xlat2.xy) * _VignetteSettings.xx;
					    u_xlat2.xy = log2(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy * _VignetteSettings.zz;
					    u_xlat2.xy = exp2(u_xlat2.xy);
					    u_xlat9 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = max(u_xlat9, 0.0);
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * _VignetteSettings.y;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-_VignetteColor.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz + _VignetteColor.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    return;
					}"
				}
			}
		}
	}
}