Shader "Hidden/DepthOfField/MedianFilter" {
	Properties {
		_MainTex ("-", 2D) = "black" {}
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 40354
			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[2];
					};
					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[2];
					};
					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 unused_0_2;
						vec4 _Offsets;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = (-_Offsets.xy) * _MainTex_TexelSize.xy + vs_TEXCOORD0.xy;
					    u_xlat0 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1.xy = _Offsets.xy * _MainTex_TexelSize.xy + vs_TEXCOORD0.xy;
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat3.xyz = max(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = (-u_xlat2.xyz) + u_xlat0.xyz;
					    u_xlat12 = u_xlat2.w * u_xlat2.w;
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _MainTex_TexelSize;
						vec4 unused_0_2;
						vec4 _Offsets;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat12;
					void main()
					{
					    u_xlat0.xy = (-_Offsets.xy) * _MainTex_TexelSize.xy + vs_TEXCOORD0.xy;
					    u_xlat0 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat1.xy = _Offsets.xy * _MainTex_TexelSize.xy + vs_TEXCOORD0.xy;
					    u_xlat1 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					    u_xlat2 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat3.xyz = max(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = (-u_xlat2.xyz) + u_xlat0.xyz;
					    u_xlat12 = u_xlat2.w * u_xlat2.w;
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + u_xlat2.xyz;
					    SV_Target0.w = u_xlat2.w;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 106808
			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[2];
					};
					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[2];
					};
					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 unused_0_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat24;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-1.0, 0.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat0 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat2 = _MainTex_TexelSize.xyxy * vec4(0.0, -1.0, 0.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat4.xyz = min(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.xyz = max(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy + (-_MainTex_TexelSize.xy);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat2.xyz = max(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat3 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat6.xyz = min(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat7.xyz = min(u_xlat5.xyz, u_xlat6.xyz);
					    u_xlat5.xyz = max(u_xlat5.xyz, u_xlat6.xyz);
					    u_xlat4.xyz = max(u_xlat4.xyz, u_xlat7.xyz);
					    u_xlat6.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = max(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = max(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = min(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat2.xyz = max(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat5 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, 1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat5.zw, 0.0);
					    u_xlat1.xyz = max(u_xlat1.xyz, u_xlat6.xyz);
					    u_xlat6.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat4.xyz, u_xlat6.xyz);
					    u_xlat4.xyz = max(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat2.xyz = max(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + _MainTex_TexelSize.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat4.xyz = max(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = (-u_xlat3.xyz) + u_xlat0.xyz;
					    u_xlat24 = u_xlat3.w * u_xlat3.w;
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + u_xlat3.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 HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = 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[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat24;
					void main()
					{
					    u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-1.0, 0.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat1 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					    u_xlat0 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					    u_xlat2 = _MainTex_TexelSize.xyxy * vec4(0.0, -1.0, 0.0, 1.0) + vs_TEXCOORD0.xyxy;
					    u_xlat3 = textureLod(_MainTex, u_xlat2.zw, 0.0);
					    u_xlat2 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat4.xyz = min(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.xyz = max(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy + (-_MainTex_TexelSize.xy);
					    u_xlat3 = textureLod(_MainTex, u_xlat3.xy, 0.0);
					    u_xlat5.xyz = min(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat2.xyz = max(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat3 = textureLod(_MainTex, vs_TEXCOORD0.xy, 0.0);
					    u_xlat6.xyz = min(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat7.xyz = min(u_xlat5.xyz, u_xlat6.xyz);
					    u_xlat5.xyz = max(u_xlat5.xyz, u_xlat6.xyz);
					    u_xlat4.xyz = max(u_xlat4.xyz, u_xlat7.xyz);
					    u_xlat6.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = max(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = max(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = min(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat2.xyz = max(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat5 = _MainTex_TexelSize.xyxy * vec4(1.0, -1.0, 1.0, 0.0) + vs_TEXCOORD0.xyxy;
					    u_xlat6 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					    u_xlat5 = textureLod(_MainTex, u_xlat5.zw, 0.0);
					    u_xlat1.xyz = max(u_xlat1.xyz, u_xlat6.xyz);
					    u_xlat6.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat4.xyz, u_xlat6.xyz);
					    u_xlat4.xyz = max(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat2.xyz = max(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = min(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy + _MainTex_TexelSize.xy;
					    u_xlat2 = textureLod(_MainTex, u_xlat2.xy, 0.0);
					    u_xlat4.xyz = max(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat4.xyz);
					    u_xlat0.xyz = max(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat0.xyz = (-u_xlat3.xyz) + u_xlat0.xyz;
					    u_xlat24 = u_xlat3.w * u_xlat3.w;
					    SV_Target0.xyz = vec3(u_xlat24) * u_xlat0.xyz + u_xlat3.xyz;
					    SV_Target0.w = u_xlat3.w;
					    return;
					}"
				}
			}
		}
	}
}