Shader "Hidden/DepthOfField/DepthOfField" {
	Properties {
		_MainTex ("-", 2D) = "black" {}
		_SecondTex ("-", 2D) = "black" {}
		_ThirdTex ("-", 2D) = "black" {}
	}
	SubShader {
		Tags { "Name" = "MainSubShader_SM5" }
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 17870
			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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat7;
					float u_xlat8;
					float u_xlat13;
					float u_xlat14;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat22;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat18 = u_xlat0.w + u_xlat0.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1 = u_xlat18 * 0.800000012;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat7 = u_xlat2.w + u_xlat2.w;
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat13 = u_xlat7 * 0.800000012;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat3.www + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat1) + u_xlat2.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat1 = u_xlat2.w + u_xlat2.w;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat13 = u_xlat1 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat13) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat13 = u_xlat2.w + u_xlat2.w;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat19 = u_xlat13 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat19) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat19 = u_xlat2.w + u_xlat2.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat20 = u_xlat19 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat20 = u_xlat2.w + u_xlat2.w;
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.x = u_xlat20 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2.x = u_xlat4.w + u_xlat4.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat8 = u_xlat2.x * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat8) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat8 = u_xlat4.w + u_xlat4.w;
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat14 = u_xlat8 * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat14) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat14 = u_xlat4.w + u_xlat4.w;
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat22 = u_xlat14 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat22) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat22 = u_xlat4.w + u_xlat4.w;
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat5 = u_xlat22 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat5) + u_xlat0.xyz;
					    u_xlat7 = u_xlat7 * 0.800000012 + u_xlat3.w;
					    u_xlat18 = u_xlat18 * 0.800000012 + u_xlat7;
					    u_xlat18 = u_xlat1 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat13 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat19 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat20 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat2.x * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat8 * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat14 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat22 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-05;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat18);
					    u_xlatb18 = u_xlat3.w<0.00999999978;
					    SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.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 UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat7;
					float u_xlat8;
					float u_xlat13;
					float u_xlat14;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat22;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat18 = u_xlat0.w + u_xlat0.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1 = u_xlat18 * 0.800000012;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat7 = u_xlat2.w + u_xlat2.w;
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat13 = u_xlat7 * 0.800000012;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat3.www + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat1) + u_xlat2.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat1 = u_xlat2.w + u_xlat2.w;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat13 = u_xlat1 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat13) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat13 = u_xlat2.w + u_xlat2.w;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat19 = u_xlat13 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat19) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat19 = u_xlat2.w + u_xlat2.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat20 = u_xlat19 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat20 = u_xlat2.w + u_xlat2.w;
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.x = u_xlat20 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2.x = u_xlat4.w + u_xlat4.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat8 = u_xlat2.x * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat8) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat8 = u_xlat4.w + u_xlat4.w;
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat14 = u_xlat8 * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat14) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat14 = u_xlat4.w + u_xlat4.w;
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat22 = u_xlat14 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat22) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat22 = u_xlat4.w + u_xlat4.w;
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat5 = u_xlat22 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat5) + u_xlat0.xyz;
					    u_xlat7 = u_xlat7 * 0.800000012 + u_xlat3.w;
					    u_xlat18 = u_xlat18 * 0.800000012 + u_xlat7;
					    u_xlat18 = u_xlat1 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat13 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat19 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat20 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat2.x * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat8 * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat14 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat22 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-05;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat18);
					    u_xlatb18 = u_xlat3.w<0.00999999978;
					    SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 68677
			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[7];
					};
					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;
					 vec4 phase0_Output0_1;
					out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					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;
					 vec4 phase0_Output0_1;
					out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = (-_MainTex_TexelSize.xyxy) * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat0 = u_xlat2 + u_xlat0;
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = (-_MainTex_TexelSize.xyxy) * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat0 = u_xlat2 + u_xlat0;
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 166199
			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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = min(u_xlat1.w, 0.0);
					    SV_Target0.yw = u_xlat1.ww;
					    u_xlat0.x = min(u_xlat0.w, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.w);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = min(u_xlat1.w, 0.0);
					    SV_Target0.yw = u_xlat1.ww;
					    u_xlat0.x = min(u_xlat0.w, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.w);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 230432
			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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2 = min(u_xlat1.x, 0.0);
					    SV_Target0.yw = u_xlat1.yy;
					    u_xlat0.x = min(u_xlat0.x, u_xlat2);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2 = min(u_xlat1.x, 0.0);
					    SV_Target0.yw = u_xlat1.yy;
					    u_xlat0.x = min(u_xlat0.x, u_xlat2);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 271240
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					 vec4 phase0_Output0_1;
					layout(location = 1) out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					UNITY_BINDING(3) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					 vec4 phase0_Output0_1;
					layout(location = 1) out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_4[5];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					UNITY_LOCATION(0) uniform  sampler2D _CameraDepthTexture;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 1) in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec2 u_xlat3;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					bool u_xlatb9;
					float u_xlat11;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.25, 0.25, 0.25, 0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat0.x = texture(_CameraDepthTexture, u_xlat0.xy).x;
					    u_xlat3.x = texture(_CameraDepthTexture, u_xlat0.zw).x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb6 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xw = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat0.w, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.x = (u_xlatb6) ? u_xlat9 : u_xlat0.x;
					    u_xlatb0.x = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xy = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat3.y, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.y = (u_xlatb0.x) ? u_xlat6 : u_xlat3.x;
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.25, -0.25, -0.25, -0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat0.x = texture(_CameraDepthTexture, u_xlat0.xy).x;
					    u_xlat3.x = texture(_CameraDepthTexture, u_xlat0.zw).x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb6 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xw = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat0.w, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.z = (u_xlatb6) ? u_xlat9 : u_xlat0.x;
					    u_xlatb0.x = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xy = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat3.y, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.w = (u_xlatb0.x) ? u_xlat6 : u_xlat3.x;
					    u_xlat0 = abs(u_xlat1) * abs(u_xlat1);
					    u_xlat0.xyz = abs(u_xlat1.xyz) * u_xlat0.xyz;
					    u_xlat0.xy = u_xlat0.xx * vec2(-1.0, 1.0) + u_xlat0.yy;
					    u_xlat0.xy = u_xlat0.zz * vec2(1.0, -1.0) + u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.ww) * abs(u_xlat1.ww) + u_xlat0.xy;
					    u_xlat0.xy = min(u_xlat0.xy, vec2(1.0, 1.0));
					    u_xlat0.xy = u_xlat0.xy * _MainTex_TexelSize.xy;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					    u_xlat0.xyz = textureLod(_MainTex, u_xlat0.xy, 0.0).xyz;
					    u_xlat9 = max(u_xlat0.z, u_xlat0.y);
					    u_xlat9 = max(u_xlat9, u_xlat0.x);
					    u_xlat2.x = float(1.0) / u_xlat9;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat2.xxx;
					    u_xlat11 = (-u_xlat9) * 5.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat11 = (-u_xlat9) + -3.0;
					    u_xlatb9 = 1.0<u_xlat9;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat11);
					    SV_Target0.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : u_xlat0.xyz;
					    u_xlatb0.xy = lessThan(abs(u_xlat1.xzxx), abs(u_xlat1.ywyy)).xy;
					    u_xlat0.x = (u_xlatb0.x) ? u_xlat1.x : u_xlat1.y;
					    u_xlat0.y = (u_xlatb0.y) ? u_xlat1.z : u_xlat1.w;
					    u_xlatb6 = abs(u_xlat0.x)<abs(u_xlat0.y);
					    SV_Target0.w = (u_xlatb6) ? u_xlat0.x : u_xlat0.y;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_4[5];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					UNITY_LOCATION(0) uniform  sampler2D _CameraDepthTexture;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 1) in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec2 u_xlat3;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					bool u_xlatb9;
					float u_xlat11;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.25, 0.25, 0.25, 0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat0.x = texture(_CameraDepthTexture, u_xlat0.xy).x;
					    u_xlat3.x = texture(_CameraDepthTexture, u_xlat0.zw).x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb6 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xw = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat0.w, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.x = (u_xlatb6) ? u_xlat9 : u_xlat0.x;
					    u_xlatb0.x = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xy = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat3.y, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.y = (u_xlatb0.x) ? u_xlat6 : u_xlat3.x;
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.25, -0.25, -0.25, -0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat0.x = texture(_CameraDepthTexture, u_xlat0.xy).x;
					    u_xlat3.x = texture(_CameraDepthTexture, u_xlat0.zw).x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat3.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb6 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xw = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat0.w, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.z = (u_xlatb6) ? u_xlat9 : u_xlat0.x;
					    u_xlatb0.x = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xy = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat3.y, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.w = (u_xlatb0.x) ? u_xlat6 : u_xlat3.x;
					    u_xlat0 = abs(u_xlat1) * abs(u_xlat1);
					    u_xlat0.xyz = abs(u_xlat1.xyz) * u_xlat0.xyz;
					    u_xlat0.xy = u_xlat0.xx * vec2(-1.0, 1.0) + u_xlat0.yy;
					    u_xlat0.xy = u_xlat0.zz * vec2(1.0, -1.0) + u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.ww) * abs(u_xlat1.ww) + u_xlat0.xy;
					    u_xlat0.xy = min(u_xlat0.xy, vec2(1.0, 1.0));
					    u_xlat0.xy = u_xlat0.xy * _MainTex_TexelSize.xy;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					    u_xlat0.xyz = textureLod(_MainTex, u_xlat0.xy, 0.0).xyz;
					    u_xlat9 = max(u_xlat0.z, u_xlat0.y);
					    u_xlat9 = max(u_xlat9, u_xlat0.x);
					    u_xlat2.x = float(1.0) / u_xlat9;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat2.xxx;
					    u_xlat11 = (-u_xlat9) * 5.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat11 = (-u_xlat9) + -3.0;
					    u_xlatb9 = 1.0<u_xlat9;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat11);
					    SV_Target0.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : u_xlat0.xyz;
					    u_xlatb0.xy = lessThan(abs(u_xlat1.xzxx), abs(u_xlat1.ywyy)).xy;
					    u_xlat0.x = (u_xlatb0.x) ? u_xlat1.x : u_xlat1.y;
					    u_xlat0.y = (u_xlatb0.y) ? u_xlat1.z : u_xlat1.w;
					    u_xlatb6 = abs(u_xlat0.x)<abs(u_xlat0.y);
					    SV_Target0.w = (u_xlatb6) ? u_xlat0.x : u_xlat0.y;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 331053
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.yz = (bool(u_xlatb3)) ? vec2(u_xlat6) : u_xlat0.xx;
					    u_xlatb1 = u_xlat0.z<0.0;
					    u_xlat2.xy = (-u_xlat0.zz);
					    u_xlat2.z = float(0.0);
					    u_xlat2.w = float(1.0);
					    u_xlat0.x = float(0.0);
					    u_xlat0.w = float(1.0);
					    SV_Target0 = (bool(u_xlatb1)) ? u_xlat2 : u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.yz = (bool(u_xlatb3)) ? vec2(u_xlat6) : u_xlat0.xx;
					    u_xlatb1 = u_xlat0.z<0.0;
					    u_xlat2.xy = (-u_xlat0.zz);
					    u_xlat2.z = float(0.0);
					    u_xlat2.w = float(1.0);
					    u_xlat0.x = float(0.0);
					    u_xlat0.w = float(1.0);
					    SV_Target0 = (bool(u_xlatb1)) ? u_xlat2 : u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 422068
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					UNITY_BINDING(3) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[9];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					ivec2 u_xlati5;
					vec2 u_xlat7;
					bool u_xlatb7;
					float u_xlat13;
					vec2 u_xlat15;
					ivec2 u_xlati15;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.0128836902, 0.541606903);
						ImmCB_0_0_0[1] = vec2(-0.919279814, -0.0952936411);
						ImmCB_0_0_0[2] = vec2(0.7596578, 0.192273796);
						ImmCB_0_0_0[3] = vec2(-0.141320005, -0.288024187);
						ImmCB_0_0_0[4] = vec2(-0.524933279, 0.777763784);
						ImmCB_0_0_0[5] = vec2(-0.587169528, -0.740356922);
						ImmCB_0_0_0[6] = vec2(0.320219606, -0.644226789);
						ImmCB_0_0_0[7] = vec2(0.855321407, -0.392098188);
						ImmCB_0_0_0[8] = vec2(0.582770824, 0.759929717);
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlatb1 = u_xlat0.w<0.0;
					    u_xlat7.xy = u_xlat0.ww * _BlurCoe.xy;
					    u_xlat1.x = (u_xlatb1) ? (-u_xlat7.x) : u_xlat7.y;
					    u_xlatb7 = u_xlat1.x<0.0606060587;
					    if(u_xlatb7){
					        SV_Target0 = u_xlat0;
					        return;
					    }
					    u_xlat1.x = u_xlat1.x * 0.165000007;
					    u_xlat1.xy = u_xlat1.xx * _MainTex_TexelSize.xy;
					    u_xlat2.xyz = u_xlat0.xyz;
					    u_xlat13 = float(1.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<9 ; u_xlati_loop_1++)
					    {
					        u_xlat3.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat1.xy + vs_TEXCOORD0.xy;
					        u_xlat4.xyz = textureLod(_MainTex, u_xlat3.xy, 0.0).xyz;
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					        u_xlat3.xy = floor(u_xlat3.xy);
					        u_xlat3.xy = u_xlat3.xy + vec2(1.0, 1.0);
					        u_xlati15.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					        u_xlati5.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					        u_xlati15.xy = (-u_xlati15.xy) + u_xlati5.xy;
					        u_xlat15.xy = vec2(u_xlati15.xy);
					        u_xlat3.xy = u_xlat15.xy * vec2(0.5, 0.5) + u_xlat3.xy;
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.xy;
					        u_xlat20 = textureLod(_MainTex, u_xlat3.xy, 0.0).w;
					        u_xlat20 = u_xlat0.w * u_xlat20;
					        u_xlat20 = max(u_xlat20, 0.0);
					        u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat20) + u_xlat2.xyz;
					        u_xlat13 = u_xlat13 + u_xlat20;
					    }
					    SV_Target0.xyz = u_xlat2.xyz / vec3(u_xlat13);
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[9];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					vec2 u_xlat3;
					vec3 u_xlat4;
					ivec2 u_xlati5;
					vec2 u_xlat7;
					bool u_xlatb7;
					float u_xlat13;
					vec2 u_xlat15;
					ivec2 u_xlati15;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.0128836902, 0.541606903);
						ImmCB_0_0_0[1] = vec2(-0.919279814, -0.0952936411);
						ImmCB_0_0_0[2] = vec2(0.7596578, 0.192273796);
						ImmCB_0_0_0[3] = vec2(-0.141320005, -0.288024187);
						ImmCB_0_0_0[4] = vec2(-0.524933279, 0.777763784);
						ImmCB_0_0_0[5] = vec2(-0.587169528, -0.740356922);
						ImmCB_0_0_0[6] = vec2(0.320219606, -0.644226789);
						ImmCB_0_0_0[7] = vec2(0.855321407, -0.392098188);
						ImmCB_0_0_0[8] = vec2(0.582770824, 0.759929717);
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlatb1 = u_xlat0.w<0.0;
					    u_xlat7.xy = u_xlat0.ww * _BlurCoe.xy;
					    u_xlat1.x = (u_xlatb1) ? (-u_xlat7.x) : u_xlat7.y;
					    u_xlatb7 = u_xlat1.x<0.0606060587;
					    if(u_xlatb7){
					        SV_Target0 = u_xlat0;
					        return;
					    }
					    u_xlat1.x = u_xlat1.x * 0.165000007;
					    u_xlat1.xy = u_xlat1.xx * _MainTex_TexelSize.xy;
					    u_xlat2.xyz = u_xlat0.xyz;
					    u_xlat13 = float(1.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<9 ; u_xlati_loop_1++)
					    {
					        u_xlat3.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat1.xy + vs_TEXCOORD0.xy;
					        u_xlat4.xyz = textureLod(_MainTex, u_xlat3.xy, 0.0).xyz;
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					        u_xlat3.xy = floor(u_xlat3.xy);
					        u_xlat3.xy = u_xlat3.xy + vec2(1.0, 1.0);
					        u_xlati15.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					        u_xlati5.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					        u_xlati15.xy = (-u_xlati15.xy) + u_xlati5.xy;
					        u_xlat15.xy = vec2(u_xlati15.xy);
					        u_xlat3.xy = u_xlat15.xy * vec2(0.5, 0.5) + u_xlat3.xy;
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.xy;
					        u_xlat20 = textureLod(_MainTex, u_xlat3.xy, 0.0).w;
					        u_xlat20 = u_xlat0.w * u_xlat20;
					        u_xlat20 = max(u_xlat20, 0.0);
					        u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat20) + u_xlat2.xyz;
					        u_xlat13 = u_xlat13 + u_xlat20;
					    }
					    SV_Target0.xyz = u_xlat2.xyz / vec3(u_xlat13);
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 496343
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					UNITY_BINDING(3) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat35 * u_xlat7.x;
					            u_xlat27.x = u_xlat34 * u_xlat7.y;
					            u_xlat21.x = u_xlat35 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat35 * u_xlat7.x;
					            u_xlat27.x = u_xlat34 * u_xlat7.y;
					            u_xlat21.x = u_xlat35 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 543347
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					UNITY_BINDING(3) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					UNITY_LOCATION(1) uniform  sampler2D _SecondTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0).x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat35 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat34 * u_xlat17;
					            u_xlat21.x = u_xlat35 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					UNITY_LOCATION(1) uniform  sampler2D _SecondTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0).x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat35 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat34 * u_xlat17;
					            u_xlat21.x = u_xlat35 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 601479
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					UNITY_BINDING(3) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat35 * u_xlat7.x;
					            u_xlat27.x = u_xlat34 * u_xlat7.y;
					            u_xlat21.x = u_xlat35 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat35 * u_xlat7.x;
					            u_xlat27.x = u_xlat34 * u_xlat7.y;
					            u_xlat21.x = u_xlat35 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 658601
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					UNITY_BINDING(1) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					UNITY_BINDING(3) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					UNITY_LOCATION(1) uniform  sampler2D _SecondTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0).x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat35 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat34 * u_xlat17;
					            u_xlat21.x = u_xlat35 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					UNITY_LOCATION(0) uniform  sampler2D _MainTex;
					UNITY_LOCATION(1) uniform  sampler2D _SecondTex;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0).x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8.xyz = textureLod(_MainTex, u_xlat7.xy, 0.0).xyz;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat34 = textureLod(_MainTex, u_xlat7.xy, 0.0).w;
					            u_xlat35 = max((-u_xlat34), 0.0);
					            u_xlat36 = (-u_xlat0.w) + u_xlat34;
					            u_xlat36 = abs(u_xlat36) * -0.5;
					            u_xlat36 = u_xlat36 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat36 = max(u_xlat36, 0.0);
					            u_xlat34 = max(u_xlat34, 0.0);
					            u_xlat34 = u_xlat36 * u_xlat34;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat35 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat34 * u_xlat17;
					            u_xlat21.x = u_xlat35 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat34 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 723760
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					UNITY_BINDING(1) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) 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_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					UNITY_BINDING(1) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					UNITY_BINDING(2) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD0;
					layout(location = 0) 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_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					UNITY_LOCATION(0) uniform  sampler2D _SecondTex;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _CameraDepthTexture;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0.x = texture(_CameraDepthTexture, vs_TEXCOORD0.xy).x;
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.x = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat3.x = u_xlat0.x * _BlurCoe.y;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat0.x = u_xlatb3 ? u_xlat0.x : float(0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = max(u_xlat0.x, u_xlat1.w);
					    u_xlat0.x = u_xlat0.x * 3.030303;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x;
					    u_xlat3.x = max(u_xlat1.z, u_xlat1.y);
					    u_xlat3.x = max(u_xlat3.x, u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat3.x;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat6 = (-u_xlat3.x) * -3.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = (-u_xlat3.x) + 5.0;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat6);
					    u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat2.xyz : u_xlat1.xyz;
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlatb0 = u_xlat0.x<0.00999999978;
					    u_xlat2.w = u_xlat1.w;
					    SV_Target0 = (bool(u_xlatb0)) ? u_xlat1 : u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					UNITY_LOCATION(0) uniform  sampler2D _SecondTex;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _CameraDepthTexture;
					layout(location = 0) in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0.x = texture(_CameraDepthTexture, vs_TEXCOORD0.xy).x;
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.x = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat3.x = u_xlat0.x * _BlurCoe.y;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat0.x = u_xlatb3 ? u_xlat0.x : float(0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = max(u_xlat0.x, u_xlat1.w);
					    u_xlat0.x = u_xlat0.x * 3.030303;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x;
					    u_xlat3.x = max(u_xlat1.z, u_xlat1.y);
					    u_xlat3.x = max(u_xlat3.x, u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat3.x;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat6 = (-u_xlat3.x) * -3.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = (-u_xlat3.x) + 5.0;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat6);
					    u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat2.xyz : u_xlat1.xyz;
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlatb0 = u_xlat0.x<0.00999999978;
					    u_xlat2.w = u_xlat1.w;
					    SV_Target0 = (bool(u_xlatb0)) ? u_xlat1 : u_xlat2;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 789793
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.200000003;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.400000006 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.333333343;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.333333343;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.200000003;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.400000006 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.333333343;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.333333343;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 897932
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 937343
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.333333343;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat5.x) * abs(u_xlat13.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.333333343;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1039616
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1077389
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.100000001;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.200000003 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat5.x) * -0.5;
					            u_xlat5.x = u_xlat5.x * abs(u_xlat28) + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.181818187;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.181818187;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.100000001;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.200000003 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat5.x) * -0.5;
					            u_xlat5.x = u_xlat5.x * abs(u_xlat28) + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.181818187;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.181818187;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1138777
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1191643
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.181818187;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * -0.5;
					            u_xlat13.x = u_xlat13.x * abs(u_xlat5.x) + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.181818187;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1308927
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1368485
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.0666666701;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.13333334 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.125;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.125;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.0666666701;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.13333334 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.125;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.125;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1438162
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1492045
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.125;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat5.x) * abs(u_xlat13.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.125;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "MainSubShader_SM5" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1518987
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
	}
	SubShader {
		Tags { "Name" = "FallbackSubShader_SM3" }
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1613883
			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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat7;
					float u_xlat8;
					float u_xlat13;
					float u_xlat14;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat22;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat18 = u_xlat0.w + u_xlat0.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1 = u_xlat18 * 0.800000012;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat7 = u_xlat2.w + u_xlat2.w;
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat13 = u_xlat7 * 0.800000012;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat3.www + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat1) + u_xlat2.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat1 = u_xlat2.w + u_xlat2.w;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat13 = u_xlat1 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat13) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat13 = u_xlat2.w + u_xlat2.w;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat19 = u_xlat13 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat19) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat19 = u_xlat2.w + u_xlat2.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat20 = u_xlat19 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat20 = u_xlat2.w + u_xlat2.w;
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.x = u_xlat20 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2.x = u_xlat4.w + u_xlat4.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat8 = u_xlat2.x * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat8) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat8 = u_xlat4.w + u_xlat4.w;
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat14 = u_xlat8 * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat14) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat14 = u_xlat4.w + u_xlat4.w;
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat22 = u_xlat14 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat22) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat22 = u_xlat4.w + u_xlat4.w;
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat5 = u_xlat22 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat5) + u_xlat0.xyz;
					    u_xlat7 = u_xlat7 * 0.800000012 + u_xlat3.w;
					    u_xlat18 = u_xlat18 * 0.800000012 + u_xlat7;
					    u_xlat18 = u_xlat1 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat13 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat19 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat20 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat2.x * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat8 * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat14 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat22 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-05;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat18);
					    u_xlatb18 = u_xlat3.w<0.00999999978;
					    SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.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 UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					float u_xlat7;
					float u_xlat8;
					float u_xlat13;
					float u_xlat14;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat22;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat18 = u_xlat0.w + u_xlat0.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1 = u_xlat18 * 0.800000012;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat7 = u_xlat2.w + u_xlat2.w;
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat13 = u_xlat7 * 0.800000012;
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat3.www + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat1) + u_xlat2.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat1 = u_xlat2.w + u_xlat2.w;
					    u_xlat1 = clamp(u_xlat1, 0.0, 1.0);
					    u_xlat13 = u_xlat1 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat13) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat13 = u_xlat2.w + u_xlat2.w;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat19 = u_xlat13 * 0.675000012;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat19) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat19 = u_xlat2.w + u_xlat2.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat20 = u_xlat19 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat0.xyz;
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat20 = u_xlat2.w + u_xlat2.w;
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.x = u_xlat20 * 0.5;
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2.x = u_xlat4.w + u_xlat4.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat8 = u_xlat2.x * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat8) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat8 = u_xlat4.w + u_xlat4.w;
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat14 = u_xlat8 * 0.200000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat14) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat14 = u_xlat4.w + u_xlat4.w;
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat22 = u_xlat14 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat22) + u_xlat0.xyz;
					    u_xlat4 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat22 = u_xlat4.w + u_xlat4.w;
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat5 = u_xlat22 * 0.075000003;
					    u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat5) + u_xlat0.xyz;
					    u_xlat7 = u_xlat7 * 0.800000012 + u_xlat3.w;
					    u_xlat18 = u_xlat18 * 0.800000012 + u_xlat7;
					    u_xlat18 = u_xlat1 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat13 * 0.675000012 + u_xlat18;
					    u_xlat18 = u_xlat19 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat20 * 0.5 + u_xlat18;
					    u_xlat18 = u_xlat2.x * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat8 * 0.200000003 + u_xlat18;
					    u_xlat18 = u_xlat14 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat22 * 0.075000003 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-05;
					    u_xlat0.xyz = u_xlat0.xyz / vec3(u_xlat18);
					    u_xlatb18 = u_xlat3.w<0.00999999978;
					    SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat0.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1665845
			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[7];
					};
					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;
					 vec4 phase0_Output0_1;
					out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					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;
					 vec4 phase0_Output0_1;
					out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = (-_MainTex_TexelSize.xyxy) * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat0 = u_xlat2 + u_xlat0;
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat0 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat2 = (-_MainTex_TexelSize.xyxy) * vec4(0.75, 0.75, 0.75, -0.75) + vs_TEXCOORD1.xyxy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat1 = u_xlat1 + u_xlat3;
					    u_xlat0 = u_xlat0 + u_xlat1;
					    u_xlat0 = u_xlat2 + u_xlat0;
					    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1757937
			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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = min(u_xlat1.w, 0.0);
					    SV_Target0.yw = u_xlat1.ww;
					    u_xlat0.x = min(u_xlat0.w, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.w);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = min(u_xlat1.w, 0.0);
					    SV_Target0.yw = u_xlat1.ww;
					    u_xlat0.x = min(u_xlat0.w, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.w);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.w * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1800691
			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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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[3];
						vec4 _Offsets;
						vec4 unused_0_4[3];
					};
					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;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					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;
					    u_xlat0 = _Offsets.xyxy * vec4(1.0, 1.0, -1.0, -1.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD1 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(2.0, 2.0, -2.0, -2.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD2 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(3.0, 3.0, -3.0, -3.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD3 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(4.0, 4.0, -4.0, -4.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD4 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    u_xlat0 = _Offsets.xyxy * vec4(5.0, 5.0, -5.0, -5.0);
					    u_xlat0 = u_xlat0 * _MainTex_TexelSize.xyxy;
					    vs_TEXCOORD5 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.166666672, 0.166666672) + in_TEXCOORD0.xyxy;
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2 = min(u_xlat1.x, 0.0);
					    SV_Target0.yw = u_xlat1.yy;
					    u_xlat0.x = min(u_xlat0.x, u_xlat2);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    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;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD1.zw, 0.0);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat2 = min(u_xlat1.x, 0.0);
					    SV_Target0.yw = u_xlat1.yy;
					    u_xlat0.x = min(u_xlat0.x, u_xlat2);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD1.xy, 0.0);
					    u_xlat0.x = min(u_xlat0.x, u_xlat1.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD2.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.800000012;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD3.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.600000024;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD4.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.400000006;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.xy, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    u_xlat0.x = min(u_xlat2, u_xlat0.x);
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD5.zw, 0.0);
					    u_xlat2 = u_xlat1.x * 0.25;
					    SV_Target0.xz = min(vec2(u_xlat2), u_xlat0.xx);
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1838474
			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[7];
					};
					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;
					 vec4 phase0_Output0_1;
					out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2[7];
					};
					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;
					 vec4 phase0_Output0_1;
					out vec2 vs_TEXCOORD1;
					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;
					    phase0_Output0_1.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    phase0_Output0_1.xzw = in_TEXCOORD0.xxy;
					vs_TEXCOORD0 = phase0_Output0_1.xy;
					vs_TEXCOORD1 = phase0_Output0_1.zw;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_4[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					bool u_xlatb3;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					bool u_xlatb9;
					float u_xlat11;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.25, 0.25, 0.25, 0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat1 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat1.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlatb6 = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xz = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat3.z, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.x = (u_xlatb6) ? u_xlat9 : u_xlat3.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.y = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.25, -0.25, -0.25, -0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlatb6 = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xz = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat3.z, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.z = (u_xlatb6) ? u_xlat9 : u_xlat3.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.w = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat0 = abs(u_xlat1) * abs(u_xlat1);
					    u_xlat0.xyz = abs(u_xlat1.xyz) * u_xlat0.xyz;
					    u_xlat0.xy = u_xlat0.xx * vec2(-1.0, 1.0) + u_xlat0.yy;
					    u_xlat0.xy = u_xlat0.zz * vec2(1.0, -1.0) + u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.ww) * abs(u_xlat1.ww) + u_xlat0.xy;
					    u_xlat0.xy = min(u_xlat0.xy, vec2(1.0, 1.0));
					    u_xlat0.xy = u_xlat0.xy * _MainTex_TexelSize.xy;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					    u_xlat0 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat9 = max(u_xlat0.z, u_xlat0.y);
					    u_xlat9 = max(u_xlat9, u_xlat0.x);
					    u_xlat2.x = float(1.0) / u_xlat9;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat2.xxx;
					    u_xlat11 = (-u_xlat9) * 5.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat11 = (-u_xlat9) + -3.0;
					    u_xlatb9 = 1.0<u_xlat9;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat11);
					    SV_Target0.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : u_xlat0.xyz;
					    u_xlatb0.xy = lessThan(abs(u_xlat1.xzxx), abs(u_xlat1.ywyy)).xy;
					    u_xlat0.x = (u_xlatb0.x) ? u_xlat1.x : u_xlat1.y;
					    u_xlat0.y = (u_xlatb0.y) ? u_xlat1.z : u_xlat1.w;
					    u_xlatb6 = abs(u_xlat0.x)<abs(u_xlat0.y);
					    SV_Target0.w = (u_xlatb6) ? u_xlat0.x : u_xlat0.y;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_4[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					bool u_xlatb3;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					bool u_xlatb9;
					float u_xlat11;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.25, 0.25, 0.25, 0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat1 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat1.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlatb6 = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xz = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat3.z, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.x = (u_xlatb6) ? u_xlat9 : u_xlat3.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.y = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(0.25, -0.25, -0.25, -0.25) + vs_TEXCOORD1.xyxy;
					    u_xlat2 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.zw);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat3.x = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlatb6 = u_xlat3.x<_BlurCoe.z;
					    u_xlat3.xz = _BlurParams.zx * u_xlat3.xx + _BlurParams.wy;
					    u_xlat9 = max(u_xlat3.z, -1.0);
					    u_xlat3.x = u_xlat3.x;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat9 = min(u_xlat9, 0.0);
					    u_xlat1.z = (u_xlatb6) ? u_xlat9 : u_xlat3.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat1.w = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat0 = abs(u_xlat1) * abs(u_xlat1);
					    u_xlat0.xyz = abs(u_xlat1.xyz) * u_xlat0.xyz;
					    u_xlat0.xy = u_xlat0.xx * vec2(-1.0, 1.0) + u_xlat0.yy;
					    u_xlat0.xy = u_xlat0.zz * vec2(1.0, -1.0) + u_xlat0.xy;
					    u_xlat0.xy = (-u_xlat0.ww) * abs(u_xlat1.ww) + u_xlat0.xy;
					    u_xlat0.xy = min(u_xlat0.xy, vec2(1.0, 1.0));
					    u_xlat0.xy = u_xlat0.xy * _MainTex_TexelSize.xy;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					    u_xlat0 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat9 = max(u_xlat0.z, u_xlat0.y);
					    u_xlat9 = max(u_xlat9, u_xlat0.x);
					    u_xlat2.x = float(1.0) / u_xlat9;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat2.xxx;
					    u_xlat11 = (-u_xlat9) * 5.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    u_xlat11 = (-u_xlat9) + -3.0;
					    u_xlatb9 = 1.0<u_xlat9;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat11);
					    SV_Target0.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : u_xlat0.xyz;
					    u_xlatb0.xy = lessThan(abs(u_xlat1.xzxx), abs(u_xlat1.ywyy)).xy;
					    u_xlat0.x = (u_xlatb0.x) ? u_xlat1.x : u_xlat1.y;
					    u_xlat0.y = (u_xlatb0.y) ? u_xlat1.z : u_xlat1.w;
					    u_xlatb6 = abs(u_xlat0.x)<abs(u_xlat0.y);
					    SV_Target0.w = (u_xlatb6) ? u_xlat0.x : u_xlat0.y;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1919885
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.yz = (bool(u_xlatb3)) ? vec2(u_xlat6) : u_xlat0.xx;
					    u_xlatb1 = u_xlat0.z<0.0;
					    u_xlat2.xy = (-u_xlat0.zz);
					    u_xlat2.z = float(0.0);
					    u_xlat2.w = float(1.0);
					    u_xlat0.x = float(0.0);
					    u_xlat0.w = float(1.0);
					    SV_Target0 = (bool(u_xlatb1)) ? u_xlat2 : u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.yz = (bool(u_xlatb3)) ? vec2(u_xlat6) : u_xlat0.xx;
					    u_xlatb1 = u_xlat0.z<0.0;
					    u_xlat2.xy = (-u_xlat0.zz);
					    u_xlat2.z = float(0.0);
					    u_xlat2.w = float(1.0);
					    u_xlat0.x = float(0.0);
					    u_xlat0.w = float(1.0);
					    SV_Target0 = (bool(u_xlatb1)) ? u_xlat2 : u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 1976904
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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
					vec2 ImmCB_0_0_0[9];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					ivec2 u_xlati5;
					vec2 u_xlat7;
					bool u_xlatb7;
					float u_xlat13;
					vec2 u_xlat15;
					ivec2 u_xlati15;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.0128836902, 0.541606903);
						ImmCB_0_0_0[1] = vec2(-0.919279814, -0.0952936411);
						ImmCB_0_0_0[2] = vec2(0.7596578, 0.192273796);
						ImmCB_0_0_0[3] = vec2(-0.141320005, -0.288024187);
						ImmCB_0_0_0[4] = vec2(-0.524933279, 0.777763784);
						ImmCB_0_0_0[5] = vec2(-0.587169528, -0.740356922);
						ImmCB_0_0_0[6] = vec2(0.320219606, -0.644226789);
						ImmCB_0_0_0[7] = vec2(0.855321407, -0.392098188);
						ImmCB_0_0_0[8] = vec2(0.582770824, 0.759929717);
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlatb1 = u_xlat0.w<0.0;
					    u_xlat7.xy = u_xlat0.ww * _BlurCoe.xy;
					    u_xlat1.x = (u_xlatb1) ? (-u_xlat7.x) : u_xlat7.y;
					    u_xlatb7 = u_xlat1.x<0.0606060587;
					    if(u_xlatb7){
					        SV_Target0 = u_xlat0;
					        return;
					    }
					    u_xlat1.x = u_xlat1.x * 0.165000007;
					    u_xlat1.xy = u_xlat1.xx * _MainTex_TexelSize.xy;
					    u_xlat2.xyz = u_xlat0.xyz;
					    u_xlat13 = float(1.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<9 ; u_xlati_loop_1++)
					    {
					        u_xlat3.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat1.xy + vs_TEXCOORD0.xy;
					        u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					        u_xlat3.xy = floor(u_xlat3.xy);
					        u_xlat3.xy = u_xlat3.xy + vec2(1.0, 1.0);
					        u_xlati15.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					        u_xlati5.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					        u_xlati15.xy = (-u_xlati15.xy) + u_xlati5.xy;
					        u_xlat15.xy = vec2(u_xlati15.xy);
					        u_xlat3.xy = u_xlat15.xy * vec2(0.5, 0.5) + u_xlat3.xy;
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.xy;
					        u_xlat3 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					        u_xlat20 = u_xlat0.w * u_xlat3.w;
					        u_xlat20 = max(u_xlat20, 0.0);
					        u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat20) + u_xlat2.xyz;
					        u_xlat13 = u_xlat13 + u_xlat20;
					    }
					    SV_Target0.xyz = u_xlat2.xyz / vec3(u_xlat13);
					    SV_Target0.w = u_xlat0.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
					vec2 ImmCB_0_0_0[9];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					ivec2 u_xlati5;
					vec2 u_xlat7;
					bool u_xlatb7;
					float u_xlat13;
					vec2 u_xlat15;
					ivec2 u_xlati15;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.0128836902, 0.541606903);
						ImmCB_0_0_0[1] = vec2(-0.919279814, -0.0952936411);
						ImmCB_0_0_0[2] = vec2(0.7596578, 0.192273796);
						ImmCB_0_0_0[3] = vec2(-0.141320005, -0.288024187);
						ImmCB_0_0_0[4] = vec2(-0.524933279, 0.777763784);
						ImmCB_0_0_0[5] = vec2(-0.587169528, -0.740356922);
						ImmCB_0_0_0[6] = vec2(0.320219606, -0.644226789);
						ImmCB_0_0_0[7] = vec2(0.855321407, -0.392098188);
						ImmCB_0_0_0[8] = vec2(0.582770824, 0.759929717);
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlatb1 = u_xlat0.w<0.0;
					    u_xlat7.xy = u_xlat0.ww * _BlurCoe.xy;
					    u_xlat1.x = (u_xlatb1) ? (-u_xlat7.x) : u_xlat7.y;
					    u_xlatb7 = u_xlat1.x<0.0606060587;
					    if(u_xlatb7){
					        SV_Target0 = u_xlat0;
					        return;
					    }
					    u_xlat1.x = u_xlat1.x * 0.165000007;
					    u_xlat1.xy = u_xlat1.xx * _MainTex_TexelSize.xy;
					    u_xlat2.xyz = u_xlat0.xyz;
					    u_xlat13 = float(1.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<9 ; u_xlati_loop_1++)
					    {
					        u_xlat3.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat1.xy + vs_TEXCOORD0.xy;
					        u_xlat4 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					        u_xlat3.xy = floor(u_xlat3.xy);
					        u_xlat3.xy = u_xlat3.xy + vec2(1.0, 1.0);
					        u_xlati15.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					        u_xlati5.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					        u_xlati15.xy = (-u_xlati15.xy) + u_xlati5.xy;
					        u_xlat15.xy = vec2(u_xlati15.xy);
					        u_xlat3.xy = u_xlat15.xy * vec2(0.5, 0.5) + u_xlat3.xy;
					        u_xlat3.xy = u_xlat3.xy * _MainTex_TexelSize.xy;
					        u_xlat3 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					        u_xlat20 = u_xlat0.w * u_xlat3.w;
					        u_xlat20 = max(u_xlat20, 0.0);
					        u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat20) + u_xlat2.xyz;
					        u_xlat13 = u_xlat13 + u_xlat20;
					    }
					    SV_Target0.xyz = u_xlat2.xyz / vec3(u_xlat13);
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2079561
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat34 * u_xlat7.x;
					            u_xlat27.x = u_xlat35 * u_xlat7.y;
					            u_xlat21.x = u_xlat34 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat34 * u_xlat7.x;
					            u_xlat27.x = u_xlat35 * u_xlat7.y;
					            u_xlat21.x = u_xlat34 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2146986
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat34 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat35 * u_xlat17;
					            u_xlat21.x = u_xlat34 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1++)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat34 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat35 * u_xlat17;
					            u_xlat21.x = u_xlat34 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2177226
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat34 * u_xlat7.x;
					            u_xlat27.x = u_xlat35 * u_xlat7.y;
					            u_xlat21.x = u_xlat34 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat21.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat21.xy;
					    u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat21.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.x, u_xlat21.y);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5) + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat7.xy = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat7.xy = clamp(u_xlat7.xy, 0.0, 1.0);
					            u_xlat27.xy = u_xlat7.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat7.xy = u_xlat7.xy * u_xlat7.xy;
					            u_xlat7.xy = (-u_xlat27.xy) * u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlat36 = u_xlat34 * u_xlat7.x;
					            u_xlat27.x = u_xlat35 * u_xlat7.y;
					            u_xlat21.x = u_xlat34 * u_xlat7.x + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * vec3(u_xlat36) + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat7.y + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2248760
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat34 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat35 * u_xlat17;
					            u_xlat21.x = u_xlat34 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					vec2 ImmCB_0_0_0[48];
					float ImmCB_0_0_2[48];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[6];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					ivec2 u_xlati9;
					vec3 u_xlat11;
					float u_xlat17;
					vec2 u_xlat21;
					float u_xlat22;
					vec2 u_xlat27;
					ivec2 u_xlati27;
					float u_xlat30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					int u_xlati33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.991439998, 0.13053);
						ImmCB_0_0_0[1] = vec2(0.923879981, 0.382679999);
						ImmCB_0_0_0[2] = vec2(0.793349981, 0.608759999);
						ImmCB_0_0_0[3] = vec2(0.608759999, 0.793349981);
						ImmCB_0_0_0[4] = vec2(0.382679999, 0.923879981);
						ImmCB_0_0_0[5] = vec2(0.13053, 0.991439998);
						ImmCB_0_0_0[6] = vec2(-0.13053, 0.991439998);
						ImmCB_0_0_0[7] = vec2(-0.382679999, 0.923879981);
						ImmCB_0_0_0[8] = vec2(-0.608759999, 0.793349981);
						ImmCB_0_0_0[9] = vec2(-0.793349981, 0.608759999);
						ImmCB_0_0_0[10] = vec2(-0.923879981, 0.382679999);
						ImmCB_0_0_0[11] = vec2(-0.991439998, 0.13053);
						ImmCB_0_0_0[12] = vec2(-0.991439998, -0.13053);
						ImmCB_0_0_0[13] = vec2(-0.923879981, -0.382679999);
						ImmCB_0_0_0[14] = vec2(-0.793349981, -0.608759999);
						ImmCB_0_0_0[15] = vec2(-0.608759999, -0.793349981);
						ImmCB_0_0_0[16] = vec2(-0.382679999, -0.923879981);
						ImmCB_0_0_0[17] = vec2(-0.13053, -0.991439998);
						ImmCB_0_0_0[18] = vec2(0.13053, -0.991439998);
						ImmCB_0_0_0[19] = vec2(0.382679999, -0.923879981);
						ImmCB_0_0_0[20] = vec2(0.608759999, -0.793349981);
						ImmCB_0_0_0[21] = vec2(0.793349981, -0.608759999);
						ImmCB_0_0_0[22] = vec2(0.923879981, -0.382679999);
						ImmCB_0_0_0[23] = vec2(0.991439998, -0.13053);
						ImmCB_0_0_0[24] = vec2(0.647319973, 0.128759995);
						ImmCB_0_0_0[25] = vec2(0.54877001, 0.366679996);
						ImmCB_0_0_0[26] = vec2(0.366679996, 0.54877001);
						ImmCB_0_0_0[27] = vec2(0.128759995, 0.647319973);
						ImmCB_0_0_0[28] = vec2(-0.128759995, 0.647319973);
						ImmCB_0_0_0[29] = vec2(-0.366679996, 0.54877001);
						ImmCB_0_0_0[30] = vec2(-0.54877001, 0.366679996);
						ImmCB_0_0_0[31] = vec2(-0.647319973, 0.128759995);
						ImmCB_0_0_0[32] = vec2(-0.647319973, -0.128759995);
						ImmCB_0_0_0[33] = vec2(-0.54877001, -0.366679996);
						ImmCB_0_0_0[34] = vec2(-0.366679996, -0.54877001);
						ImmCB_0_0_0[35] = vec2(-0.128759995, -0.647319973);
						ImmCB_0_0_0[36] = vec2(0.128759995, -0.647319973);
						ImmCB_0_0_0[37] = vec2(0.366679996, -0.54877001);
						ImmCB_0_0_0[38] = vec2(0.54877001, -0.366679996);
						ImmCB_0_0_0[39] = vec2(0.647319973, -0.128759995);
						ImmCB_0_0_0[40] = vec2(0.304879993, 0.126289994);
						ImmCB_0_0_0[41] = vec2(0.126289994, 0.304879993);
						ImmCB_0_0_0[42] = vec2(-0.126289994, 0.304879993);
						ImmCB_0_0_0[43] = vec2(-0.304879993, 0.126289994);
						ImmCB_0_0_0[44] = vec2(-0.304879993, -0.126289994);
						ImmCB_0_0_0[45] = vec2(-0.126289994, -0.304879993);
						ImmCB_0_0_0[46] = vec2(0.126289994, -0.304879993);
						ImmCB_0_0_0[47] = vec2(0.304879993, -0.126289994);
						ImmCB_0_0_2[0] = 1.0;
						ImmCB_0_0_2[1] = 1.0;
						ImmCB_0_0_2[2] = 1.0;
						ImmCB_0_0_2[3] = 1.0;
						ImmCB_0_0_2[4] = 1.0;
						ImmCB_0_0_2[5] = 1.0;
						ImmCB_0_0_2[6] = 1.0;
						ImmCB_0_0_2[7] = 1.0;
						ImmCB_0_0_2[8] = 1.0;
						ImmCB_0_0_2[9] = 1.0;
						ImmCB_0_0_2[10] = 1.0;
						ImmCB_0_0_2[11] = 1.0;
						ImmCB_0_0_2[12] = 1.0;
						ImmCB_0_0_2[13] = 1.0;
						ImmCB_0_0_2[14] = 1.0;
						ImmCB_0_0_2[15] = 1.0;
						ImmCB_0_0_2[16] = 1.0;
						ImmCB_0_0_2[17] = 1.0;
						ImmCB_0_0_2[18] = 1.0;
						ImmCB_0_0_2[19] = 1.0;
						ImmCB_0_0_2[20] = 1.0;
						ImmCB_0_0_2[21] = 1.0;
						ImmCB_0_0_2[22] = 1.0;
						ImmCB_0_0_2[23] = 1.0;
						ImmCB_0_0_2[24] = 0.660000026;
						ImmCB_0_0_2[25] = 0.660000026;
						ImmCB_0_0_2[26] = 0.660000026;
						ImmCB_0_0_2[27] = 0.660000026;
						ImmCB_0_0_2[28] = 0.660000026;
						ImmCB_0_0_2[29] = 0.660000026;
						ImmCB_0_0_2[30] = 0.660000026;
						ImmCB_0_0_2[31] = 0.660000026;
						ImmCB_0_0_2[32] = 0.660000026;
						ImmCB_0_0_2[33] = 0.660000026;
						ImmCB_0_0_2[34] = 0.660000026;
						ImmCB_0_0_2[35] = 0.660000026;
						ImmCB_0_0_2[36] = 0.660000026;
						ImmCB_0_0_2[37] = 0.660000026;
						ImmCB_0_0_2[38] = 0.660000026;
						ImmCB_0_0_2[39] = 0.660000026;
						ImmCB_0_0_2[40] = 0.330000013;
						ImmCB_0_0_2[41] = 0.330000013;
						ImmCB_0_0_2[42] = 0.330000013;
						ImmCB_0_0_2[43] = 0.330000013;
						ImmCB_0_0_2[44] = 0.330000013;
						ImmCB_0_0_2[45] = 0.330000013;
						ImmCB_0_0_2[46] = 0.330000013;
						ImmCB_0_0_2[47] = 0.330000013;
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat0.w, u_xlat1.x);
					    u_xlat11.x = u_xlat0.w * 1.17647052;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat21.x = u_xlat11.x * -2.0 + 3.0;
					    u_xlat11.x = u_xlat11.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat21.x;
					    u_xlat1.y = u_xlat11.x * _BlurCoe.y;
					    u_xlat1.x = u_xlat1.x * -1.17647052;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat31 = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat31;
					    u_xlat1.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat21.xy = u_xlat1.yx * vec2(0.5, 0.5);
					    u_xlat21.x = max(u_xlat21.y, u_xlat21.x);
					    u_xlatb31 = u_xlat21.x>=0.00999999978;
					    if(u_xlatb31){
					        u_xlat2.xy = u_xlat21.xx * _MainTex_TexelSize.xy;
					        u_xlat31 = max((-u_xlat0.w), 0.0);
					        u_xlat22 = max(u_xlat0.w, 0.0);
					        u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat31);
					        u_xlat4.xyz = u_xlat0.xyz * vec3(u_xlat22);
					        u_xlat1.x = u_xlat1.x * 0.5 + 0.00999999978;
					        u_xlat1.y = u_xlat1.y * 0.5 + 0.00999999978;
					        u_xlat1.xy = u_xlat21.xx / u_xlat1.xy;
					        u_xlat5.xyz = u_xlat3.xyz;
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat21.x = u_xlat31;
					        u_xlat32 = u_xlat22;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<48 ; u_xlati_loop_1 = u_xlati_loop_1 + 2)
					        {
					            u_xlat7.xy = ImmCB_0_0_0[u_xlati_loop_1].xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat8 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat7.xy = floor(u_xlat7.xy);
					            u_xlat7.xy = u_xlat7.xy + vec2(1.0, 1.0);
					            u_xlati27.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), ImmCB_0_0_0[u_xlati_loop_1].xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati9.xy = ivec2(uvec2(lessThan(ImmCB_0_0_0[u_xlati_loop_1].xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati27.xy = (-u_xlati27.xy) + u_xlati9.xy;
					            u_xlat27.xy = vec2(u_xlati27.xy);
					            u_xlat7.xy = u_xlat27.xy * vec2(0.5, 0.5) + u_xlat7.xy;
					            u_xlat7.xy = u_xlat7.xy * _MainTex_TexelSize.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat7.xy, 0.0);
					            u_xlat34 = max((-u_xlat7.w), 0.0);
					            u_xlat35 = (-u_xlat0.w) + u_xlat7.w;
					            u_xlat35 = abs(u_xlat35) * -0.5;
					            u_xlat35 = u_xlat35 * ImmCB_0_0_2[u_xlati_loop_1] + 1.0;
					            u_xlat35 = max(u_xlat35, 0.0);
					            u_xlat36 = max(u_xlat7.w, 0.0);
					            u_xlat35 = u_xlat35 * u_xlat36;
					            u_xlat36 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.x + -1.0;
					            u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					            u_xlat7.x = u_xlat36 * -2.0 + 3.0;
					            u_xlat36 = u_xlat36 * u_xlat36;
					            u_xlat36 = (-u_xlat7.x) * u_xlat36 + 1.0;
					            u_xlat7.x = u_xlat34 * u_xlat36;
					            u_xlat17 = ImmCB_0_0_2[u_xlati_loop_1] * u_xlat1.y + -1.0;
					            u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					            u_xlat27.x = u_xlat17 * -2.0 + 3.0;
					            u_xlat17 = u_xlat17 * u_xlat17;
					            u_xlat17 = (-u_xlat27.x) * u_xlat17 + 1.0;
					            u_xlat27.x = u_xlat35 * u_xlat17;
					            u_xlat21.x = u_xlat34 * u_xlat36 + u_xlat21.x;
					            u_xlat5.xyz = u_xlat8.xyz * u_xlat7.xxx + u_xlat5.xyz;
					            u_xlat32 = u_xlat35 * u_xlat17 + u_xlat32;
					            u_xlat6.xyz = u_xlat8.xyz * u_xlat27.xxx + u_xlat6.xyz;
					        }
					        u_xlat30 = u_xlat21.x + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat5.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat6.xyz / vec3(u_xlat30);
					        u_xlat30 = u_xlat32 * 0.0408163257;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlat1.x = u_xlat21.x * 0.0408163257;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat30 = max(u_xlat1.x, u_xlat31);
					        u_xlat11.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        SV_Target0.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat3.xyz;
					        SV_Target0.w = u_xlat1.x;
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = 0.0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2308546
			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 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _MainTex;
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.x = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat3.x = u_xlat0.x * _BlurCoe.y;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat0.x = u_xlatb3 ? u_xlat0.x : float(0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = max(u_xlat0.x, u_xlat1.w);
					    u_xlat0.x = u_xlat0.x * 3.030303;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x;
					    u_xlat3.x = max(u_xlat1.z, u_xlat1.y);
					    u_xlat3.x = max(u_xlat3.x, u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat3.x;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat6 = (-u_xlat3.x) * -3.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = (-u_xlat3.x) + 5.0;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat6);
					    u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat2.xyz : u_xlat1.xyz;
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlatb0 = u_xlat0.x<0.00999999978;
					    u_xlat2.w = u_xlat1.w;
					    SV_Target0 = (bool(u_xlatb0)) ? u_xlat1 : u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _BlurCoe;
						vec4 _BlurParams;
						vec4 unused_0_3[5];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _MainTex;
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					bool u_xlatb3;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlatb3 = u_xlat0.x<_BlurCoe.z;
					    u_xlat0.xz = _BlurParams.zx * u_xlat0.xx + _BlurParams.wy;
					    u_xlat6 = max(u_xlat0.z, -1.0);
					    u_xlat0.x = u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = min(u_xlat6, 0.0);
					    u_xlat0.x = (u_xlatb3) ? u_xlat6 : u_xlat0.x;
					    u_xlat3.x = u_xlat0.x * _BlurCoe.y;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat0.x = u_xlatb3 ? u_xlat0.x : float(0.0);
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.x = max(u_xlat0.x, u_xlat1.w);
					    u_xlat0.x = u_xlat0.x * 3.030303;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat3.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x;
					    u_xlat3.x = max(u_xlat1.z, u_xlat1.y);
					    u_xlat3.x = max(u_xlat3.x, u_xlat1.x);
					    u_xlat6 = float(1.0) / u_xlat3.x;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat6 = (-u_xlat3.x) * -3.0 + 1.0;
					    u_xlat2.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = (-u_xlat3.x) + 5.0;
					    u_xlatb3 = 1.0<u_xlat3.x;
					    u_xlat2.xyz = u_xlat2.xyz / vec3(u_xlat6);
					    u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat2.xyz : u_xlat1.xyz;
					    u_xlat1 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat3.xyz = u_xlat3.xyz + (-u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlatb0 = u_xlat0.x<0.00999999978;
					    u_xlat2.w = u_xlat1.w;
					    SV_Target0 = (bool(u_xlatb0)) ? u_xlat1 : u_xlat2;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2388619
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.200000003;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.400000006 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.333333343;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.333333343;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.200000003;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.400000006 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.333333343;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.333333343;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2440451
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2537226
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.333333343;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat5.x) * abs(u_xlat13.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.333333343;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2601842
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<6 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.200000003;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.400000006 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.333333343;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.333333343;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2630486
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.100000001;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.200000003 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat5.x) * -0.5;
					            u_xlat5.x = u_xlat5.x * abs(u_xlat28) + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.181818187;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.181818187;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.100000001;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.200000003 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat5.x) * -0.5;
					            u_xlat5.x = u_xlat5.x * abs(u_xlat28) + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.181818187;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.181818187;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2709178
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2787254
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.181818187;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * -0.5;
					            u_xlat13.x = u_xlat13.x * abs(u_xlat5.x) + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.181818187;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2844681
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<11 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.100000001;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.200000003 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.181818187;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.181818187;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2914934
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.0666666701;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.13333334 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.125;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.125;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					ivec2 u_xlati7;
					vec3 u_xlat10;
					float u_xlat13;
					vec2 u_xlat17;
					vec2 u_xlat18;
					vec2 u_xlat21;
					ivec2 u_xlati21;
					float u_xlat25;
					bool u_xlatb25;
					int u_xlati27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat17.xy = u_xlat1.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.xy = u_xlat1.xy * u_xlat17.xy;
					    u_xlat17.xy = u_xlat1.xy * _BlurCoe.xy;
					    u_xlat17.x = max(u_xlat17.x, u_xlat17.y);
					    u_xlatb25 = u_xlat17.x>=0.00999999978;
					    if(u_xlatb25){
					        u_xlat1.xy = u_xlat1.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat1.xy = u_xlat17.xx / u_xlat1.xy;
					        u_xlat17.xy = u_xlat17.xx * _MainTex_TexelSize.xy;
					        u_xlat2.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        u_xlat18.x = float(0.00100000005);
					        u_xlat18.y = float(0.00100000005);
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat28 = float(u_xlati_loop_1);
					            u_xlat5.x = u_xlat28 * 0.0666666701;
					            u_xlat5.xy = u_xlat5.xx * u_xlat2.xy + _Offsets.xy;
					            u_xlat21.xy = u_xlat17.xy * u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * u_xlat17.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat5.xy = floor(u_xlat5.xy);
					            u_xlat5.xy = u_xlat5.xy + vec2(1.0, 1.0);
					            u_xlati7.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat21.xyxx).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = ivec2(uvec2(lessThan(u_xlat21.xyxy, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati21.xy = (-u_xlati7.xy) + u_xlati21.xy;
					            u_xlat21.xy = vec2(u_xlati21.xy);
					            u_xlat5.xy = u_xlat21.xy * vec2(0.5, 0.5) + u_xlat5.xy;
					            u_xlat5.xy = u_xlat5.xy * _MainTex_TexelSize.xy;
					            u_xlat5 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					            u_xlat28 = u_xlat28 * 0.13333334 + -1.0;
					            u_xlat5.x = (-u_xlat0.w) + u_xlat5.w;
					            u_xlat5.x = abs(u_xlat28) * abs(u_xlat5.x);
					            u_xlat5.x = u_xlat5.x * -0.5 + 1.0;
					            u_xlat5.x = max(u_xlat5.x, 0.0);
					            u_xlat13 = max((-u_xlat5.w), 0.0);
					            u_xlat21.x = max(u_xlat5.w, 0.0);
					            u_xlat5.x = u_xlat5.x * u_xlat21.x;
					            u_xlat21.xy = abs(vec2(u_xlat28)) * u_xlat1.xy + vec2(-1.0, -1.0);
					            u_xlat21.xy = clamp(u_xlat21.xy, 0.0, 1.0);
					            u_xlat7.xy = u_xlat21.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat21.xy = u_xlat21.xy * u_xlat21.xy;
					            u_xlat21.xy = (-u_xlat7.xy) * u_xlat21.xy + vec2(1.0, 1.0);
					            u_xlat28 = u_xlat21.x * u_xlat13;
					            u_xlat30 = u_xlat21.y * u_xlat5.x;
					            u_xlat18.x = u_xlat13 * u_xlat21.x + u_xlat18.x;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat28) + u_xlat3.xyz;
					            u_xlat18.y = u_xlat5.x * u_xlat21.y + u_xlat18.y;
					            u_xlat4.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat4.xyz;
					        }
					        u_xlat1.xw = u_xlat18.xy + vec2(9.99999975e-05, 9.99999975e-05);
					        u_xlat1.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.www;
					        u_xlat25 = u_xlat18.y * 0.125;
					        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					        u_xlat2.x = u_xlat18.x * 0.125;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat10.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat10.xyz = vec3(u_xlat25) * u_xlat10.xyz + u_xlat0.xyz;
					        u_xlat3.x = max((-u_xlat0.w), 0.0);
					        u_xlat3.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
					        u_xlat1.xyz = u_xlat3.xxx * u_xlat1.xyz + u_xlat10.xyz;
					        u_xlat25 = u_xlat25 + u_xlat2.x;
					        u_xlat25 = min(u_xlat25, 1.0);
					        u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					        u_xlat0.xyz = vec3(u_xlat25) * u_xlat1.xyz + u_xlat0.xyz;
					    }
					    SV_Target0 = u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 2979065
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 3037650
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.125;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					ivec2 u_xlati6;
					vec4 u_xlat7;
					vec2 u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					ivec2 u_xlati22;
					float u_xlat24;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1 = u_xlat0.w * _Offsets.z;
					    u_xlat9.xy = u_xlat0.ww * vec2(-1.17647052, 1.17647052);
					    u_xlat9.xy = clamp(u_xlat9.xy, 0.0, 1.0);
					    u_xlat2.xy = u_xlat9.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat9.xy = u_xlat9.xy * u_xlat2.xy;
					    u_xlat2.xy = u_xlat9.xy * _BlurCoe.xy;
					    u_xlat25 = max(u_xlat2.x, u_xlat2.y);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat9.xy = u_xlat9.xy * _BlurCoe.xy + vec2(0.00999999978, 0.00999999978);
					        u_xlat9.xy = vec2(u_xlat25) / u_xlat9.xy;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5.x = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5.x * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat6.xy = u_xlat2.xy * u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat7 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.zw + vec2(-0.5, -0.5);
					            u_xlat13.xy = floor(u_xlat13.xy);
					            u_xlat13.xy = u_xlat13.xy + vec2(1.0, 1.0);
					            u_xlati22.xy = ivec2(uvec2(lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyxy).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = ivec2(uvec2(lessThan(u_xlat6.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					            u_xlati6.xy = (-u_xlati22.xy) + u_xlati6.xy;
					            u_xlat6.xy = vec2(u_xlati6.xy);
					            u_xlat13.xy = u_xlat6.xy * vec2(0.5, 0.5) + u_xlat13.xy;
					            u_xlat13.xy = u_xlat13.xy * _MainTex_TexelSize.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat5.x = u_xlat5.x * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat0.w) + u_xlat6.w;
					            u_xlat13.x = abs(u_xlat5.x) * abs(u_xlat13.x);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat13.y = max((-u_xlat6.w), 0.0);
					            u_xlat29 = max(u_xlat6.w, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat5.xw = abs(u_xlat5.xx) * u_xlat9.xy + vec2(-1.0, -1.0);
					            u_xlat5.xw = clamp(u_xlat5.xw, 0.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					            u_xlat5.xw = u_xlat5.xw * u_xlat5.xw;
					            u_xlat5.xw = (-u_xlat6.xy) * u_xlat5.xw + vec2(1.0, 1.0);
					            u_xlat6.xy = u_xlat5.xw * u_xlat13.yx;
					            u_xlat25 = u_xlat13.y * u_xlat5.x + u_xlat25;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5.w + u_xlat27;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat6.yyy + u_xlat4.xyz;
					        }
					        u_xlat9.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat9.xxx;
					        u_xlat9.x = u_xlat27 * 0.125;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat24 = max((-u_xlat0.w), 0.0);
					        u_xlat24 = max(u_xlat17, u_xlat24);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat24 = u_xlat17 + u_xlat9.x;
					        u_xlat24 = min(u_xlat24, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = vec3(u_xlat24) * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat17, u_xlat1);
					    } else {
					        SV_Target0.xyz = u_xlat0.xyz;
					        SV_Target0.w = u_xlat1;
					    }
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "Name" = "FallbackSubShader_SM3" }
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 3114830
			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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat2 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    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[7];
					};
					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;
					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;
					    vs_TEXCOORD0.y = (u_xlatb0) ? u_xlat3 : in_TEXCOORD0.y;
					    vs_TEXCOORD0.x = in_TEXCOORD0.x;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 _BlurCoe;
						vec4 unused_0_3[2];
						vec4 _Offsets;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _SecondTex;
					uniform  sampler2D _ThirdTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					float u_xlat9;
					vec2 u_xlat13;
					float u_xlat17;
					vec2 u_xlat18;
					float u_xlat21;
					float u_xlat25;
					float u_xlat27;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat0.w = u_xlat0.w * _Offsets.z;
					    u_xlat1 = textureLod(_SecondTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat1.x = min(u_xlat1.y, u_xlat1.x);
					    u_xlat1.xz = u_xlat1.xy * vec2(-1.17647052, 1.17647052);
					    u_xlat1.xz = clamp(u_xlat1.xz, 0.0, 1.0);
					    u_xlat25 = u_xlat1.z * -2.0 + 3.0;
					    u_xlat17 = u_xlat1.z * u_xlat1.z;
					    u_xlat17 = u_xlat17 * u_xlat25;
					    u_xlat25 = u_xlat17 * _BlurCoe.y;
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.x = u_xlat1.x * _BlurCoe.x;
					    u_xlat25 = max(u_xlat25, u_xlat2.x);
					    u_xlatb2 = u_xlat25>=0.00999999978;
					    if(u_xlatb2){
					        u_xlat1.x = u_xlat1.x * _BlurCoe.x + 0.00999999978;
					        u_xlat1.z = u_xlat17 * _BlurCoe.y + 0.00999999978;
					        u_xlat1.xz = vec2(u_xlat25) / u_xlat1.xz;
					        u_xlat2.xy = vec2(u_xlat25) * _MainTex_TexelSize.xy;
					        u_xlat18.xy = _Offsets.xy * vec2(-2.0, -2.0);
					        u_xlat25 = 0.00100000005;
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					        u_xlat27 = float(0.00100000005);
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					        for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<16 ; u_xlati_loop_1++)
					        {
					            u_xlat5 = float(u_xlati_loop_1);
					            u_xlat13.x = u_xlat5 * 0.0666666701;
					            u_xlat13.xy = u_xlat13.xx * u_xlat18.xy + _Offsets.xy;
					            u_xlat13.xy = u_xlat13.xy * u_xlat2.xy + vs_TEXCOORD0.xy;
					            u_xlat6 = textureLod(_MainTex, u_xlat13.xy, 0.0);
					            u_xlat7 = textureLod(_SecondTex, u_xlat13.xy, 0.0);
					            u_xlat5 = u_xlat5 * 0.13333334 + -1.0;
					            u_xlat13.x = (-u_xlat1.y) + u_xlat7.y;
					            u_xlat13.x = abs(u_xlat13.x) * abs(u_xlat5);
					            u_xlat13.x = u_xlat13.x * -0.5 + 1.0;
					            u_xlat13.x = max(u_xlat13.x, 0.0);
					            u_xlat21 = max((-u_xlat7.y), 0.0);
					            u_xlat29 = max(u_xlat7.y, 0.0);
					            u_xlat13.x = u_xlat13.x * u_xlat29;
					            u_xlat29 = abs(u_xlat5) * u_xlat1.x + -1.0;
					            u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					            u_xlat30 = u_xlat29 * -2.0 + 3.0;
					            u_xlat29 = u_xlat29 * u_xlat29;
					            u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					            u_xlat30 = u_xlat29 * u_xlat21;
					            u_xlat5 = abs(u_xlat5) * u_xlat1.z + -1.0;
					            u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					            u_xlat7.x = u_xlat5 * -2.0 + 3.0;
					            u_xlat5 = u_xlat5 * u_xlat5;
					            u_xlat5 = (-u_xlat7.x) * u_xlat5 + 1.0;
					            u_xlat7.x = u_xlat5 * u_xlat13.x;
					            u_xlat25 = u_xlat21 * u_xlat29 + u_xlat25;
					            u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					            u_xlat27 = u_xlat13.x * u_xlat5 + u_xlat27;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat7.xxx + u_xlat4.xyz;
					        }
					        u_xlat1.x = u_xlat25 + 9.99999975e-05;
					        u_xlat2.xyz = u_xlat3.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 + 9.99999975e-05;
					        u_xlat3.xyz = u_xlat4.xyz / u_xlat1.xxx;
					        u_xlat1.x = u_xlat27 * 0.125;
					        u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					        u_xlat17 = u_xlat25 * 0.125;
					        u_xlat17 = clamp(u_xlat17, 0.0, 1.0);
					        u_xlat3.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat1.xxx * u_xlat3.xyz + u_xlat0.xyz;
					        u_xlat9 = max((-u_xlat1.y), 0.0);
					        u_xlat9 = max(u_xlat17, u_xlat9);
					        u_xlat2.xyz = u_xlat2.xyz + (-u_xlat3.xyz);
					        u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz + u_xlat3.xyz;
					        u_xlat3 = textureLod(_ThirdTex, vs_TEXCOORD0.xy, 0.0);
					        u_xlat2.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					        u_xlat1.x = u_xlat17 + u_xlat1.x;
					        u_xlat1.x = min(u_xlat1.x, 1.0);
					        u_xlat2.xyz = (-u_xlat0.xyz) + u_xlat2.xyz;
					        SV_Target0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					        SV_Target0.w = max(u_xlat0.w, u_xlat17);
					    } else {
					        SV_Target0 = u_xlat0;
					    }
					    return;
					}"
				}
			}
		}
	}
}