Shader "HOTATE/himo/memory_reset" {
	Properties {
		_key ("key(0~9999)", Float) = 0
	}
	SubShader {
		LOD 100
		Tags { "QUEUE" = "Overlay-704" "RenderType" = "Opaque" }
		Pass {
			LOD 100
			Tags { "QUEUE" = "Overlay-704" "RenderType" = "Opaque" }
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 31044
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					out vec2 vs_TEXCOORD0;
					int u_xlati0;
					vec4 TempArray0[4];
					vec4 TempArray1[4];
					void main()
					{
					    TempArray0[0].xy = vec2(-1.0, 1.0);
					    TempArray0[1].xy = vec2(1.0, -1.0);
					    TempArray0[2].xy = vec2(-1.0, -1.0);
					    TempArray0[3].xy = vec2(1.0, 1.0);
					    TempArray1[0].xy = vec2(0.0, 0.0);
					    TempArray1[1].xy = vec2(1.0, 1.0);
					    TempArray1[2].xy = vec2(0.0, 1.0);
					    TempArray1[3].xy = vec2(1.0, 0.0);
					    u_xlati0 = gl_VertexID;
					    gl_Position.xy = TempArray0[u_xlati0].xy;
					    vs_TEXCOORD0.xy = TempArray1[u_xlati0].xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    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
					
					out vec2 vs_TEXCOORD0;
					int u_xlati0;
					vec4 TempArray0[4];
					vec4 TempArray1[4];
					void main()
					{
					    TempArray0[0].xy = vec2(-1.0, 1.0);
					    TempArray0[1].xy = vec2(1.0, -1.0);
					    TempArray0[2].xy = vec2(-1.0, -1.0);
					    TempArray0[3].xy = vec2(1.0, 1.0);
					    TempArray1[0].xy = vec2(0.0, 0.0);
					    TempArray1[1].xy = vec2(1.0, 1.0);
					    TempArray1[2].xy = vec2(0.0, 1.0);
					    TempArray1[3].xy = vec2(1.0, 0.0);
					    u_xlati0 = gl_VertexID;
					    gl_Position.xy = TempArray0[u_xlati0].xy;
					    vs_TEXCOORD0.xy = TempArray1[u_xlati0].xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    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];
						int _key;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					uint u_xlatu0;
					bool u_xlatb0;
					vec2 u_xlat1;
					float u_xlat2;
					void main()
					{
					    //null = uintBitsToFloat(uint(_key) / 10000u);
					    u_xlatu0 = uint(_key) % 10000u;
					    u_xlat0.x = float(u_xlatu0);
					    u_xlat0.x = u_xlat0.x * 0.00999999978;
					    u_xlat2 = fract(u_xlat0.x);
					    u_xlat1.y = floor(u_xlat0.x);
					    u_xlat1.x = u_xlat2 + 0.00499999989;
					    u_xlat0.xy = u_xlat1.xy * vec2(0.980000019, 0.00980000012) + vec2(0.00999999978, 0.00999999978);
					    u_xlat0.xy = u_xlat0.xy + (-vs_TEXCOORD0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat2 = min(_ScreenParams.y, _ScreenParams.x);
					    u_xlat2 = 2.0 / u_xlat2;
					    u_xlat0.x = (-u_xlat0.x) + u_xlat2;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 1.0);
					    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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						int _key;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					uint u_xlatu0;
					bool u_xlatb0;
					vec2 u_xlat1;
					float u_xlat2;
					void main()
					{
					    //null = uintBitsToFloat(uint(_key) / 10000u);
					    u_xlatu0 = uint(_key) % 10000u;
					    u_xlat0.x = float(u_xlatu0);
					    u_xlat0.x = u_xlat0.x * 0.00999999978;
					    u_xlat2 = fract(u_xlat0.x);
					    u_xlat1.y = floor(u_xlat0.x);
					    u_xlat1.x = u_xlat2 + 0.00499999989;
					    u_xlat0.xy = u_xlat1.xy * vec2(0.980000019, 0.00980000012) + vec2(0.00999999978, 0.00999999978);
					    u_xlat0.xy = u_xlat0.xy + (-vs_TEXCOORD0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat2 = min(_ScreenParams.y, _ScreenParams.x);
					    u_xlat2 = 2.0 / u_xlat2;
					    u_xlat0.x = (-u_xlat0.x) + u_xlat2;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 1.0);
					    return;
					}"
				}
			}
		}
	}
}