Shader "Hirabiki/VRCLens/Pivot Indicator" {
	Properties {
		_MainTex ("Texture", 2D) = "white" {}
		_Color ("Color", Vector) = (1,1,1,1)
	}
	SubShader {
		Tags { "QUEUE" = "Transparent+1" }
		Pass {
			Tags { "QUEUE" = "Transparent+1" }
			Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
			GpuProgramID 17874
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_0_2[4];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_1_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_1_2[12];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_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_xlat6;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0.x = unity_CameraProjection[1].y + -1.73204994;
					    u_xlatb0 = abs(u_xlat0.x)<9.99999975e-06;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat0.xyz = u_xlat0.xxx * in_POSITION0.xyz;
					    u_xlat1.xyz = _WorldSpaceCameraPos.xyz + (-unity_ObjectToWorld[3].xyz);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = sqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    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;
					    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[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_1_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0.xyz = unity_StereoWorldSpaceCameraPos[0].xyz + unity_StereoWorldSpaceCameraPos[1].xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5) + (-unity_ObjectToWorld[3].xyz);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat0.xyz = in_POSITION0.xyz * u_xlat0.xxx + (-in_POSITION0.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    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;
					    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 _Color;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					ivec4 u_xlati3;
					bvec4 u_xlatb3;
					vec4 u_xlat4;
					bvec2 u_xlatb4;
					vec4 u_xlat5;
					ivec4 u_xlati5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					ivec4 u_xlati6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bool u_xlatb8;
					float u_xlat10;
					float u_xlat12;
					float u_xlat16;
					bool u_xlatb16;
					vec2 u_xlat17;
					vec2 u_xlat19;
					void main()
					{
					    u_xlat0.xyz = _WorldSpaceCameraPos.xyz + (-unity_ObjectToWorld[3].xyz);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat8.x = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat8.x * 0.30103001;
					    u_xlat8.x = floor(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x + -3.0;
					    u_xlat8.x = max(u_xlat8.x, 0.0);
					    u_xlat16 = u_xlat8.x * -3.32192802;
					    u_xlat8.xz = u_xlat8.xx + vec2(8.0, 7.0);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = roundEven(u_xlat16);
					    u_xlat0.x = u_xlat16 * u_xlat0.x + 0.5;
					    u_xlat1 = u_xlat0.xxxx * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat1 = floor(u_xlat1);
					    u_xlat2 = u_xlat1 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb2 = greaterThanEqual(u_xlat2, (-u_xlat2));
					    u_xlat3.x = (u_xlatb2.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.y = (u_xlatb2.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.z = (u_xlatb2.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.w = (u_xlatb2.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat2.x = (u_xlatb2.x) ? float(10.0) : float(-10.0);
					    u_xlat2.y = (u_xlatb2.y) ? float(10.0) : float(-10.0);
					    u_xlat2.z = (u_xlatb2.z) ? float(10.0) : float(-10.0);
					    u_xlat2.w = (u_xlatb2.w) ? float(10.0) : float(-10.0);
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = fract(u_xlat1);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = roundEven(u_xlat1);
					    u_xlat2 = u_xlat0.xxxx * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat2 = floor(u_xlat2);
					    u_xlat3 = u_xlat2 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb3 = greaterThanEqual(u_xlat3, (-u_xlat3));
					    u_xlat4.x = (u_xlatb3.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.y = (u_xlatb3.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.z = (u_xlatb3.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.w = (u_xlatb3.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.x = (u_xlatb3.x) ? float(10.0) : float(-10.0);
					    u_xlat3.y = (u_xlatb3.y) ? float(10.0) : float(-10.0);
					    u_xlat3.z = (u_xlatb3.z) ? float(10.0) : float(-10.0);
					    u_xlat3.w = (u_xlatb3.w) ? float(10.0) : float(-10.0);
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = fract(u_xlat2);
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = roundEven(u_xlat2);
					    u_xlat16 = vs_TEXCOORD0.x * 4.0 + 4.0;
					    u_xlatb3.x = u_xlat8.x<u_xlat16;
					    u_xlat3.x = u_xlatb3.x ? 0.5 : float(0.0);
					    u_xlat16 = u_xlat16 + u_xlat3.x;
					    u_xlat16 = floor(u_xlat16);
					    u_xlatb4.x = u_xlat16>=u_xlat8.x;
					    u_xlat5 = (u_xlatb4.x) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb5 = equal(vec4(u_xlat16), u_xlat5);
					    u_xlat6.x = u_xlatb5.x ? float(1.0) : 0.0;
					    u_xlat6.y = u_xlatb5.y ? float(1.0) : 0.0;
					    u_xlat6.z = u_xlatb5.z ? float(1.0) : 0.0;
					    u_xlat6.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					    u_xlati5 = ivec4((uvec4(u_xlatb5) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat10 = u_xlat2.y * u_xlat6.x;
					    u_xlat12 = u_xlatb4.x ? 1.0 : float(0.0);
					    u_xlat7 = (u_xlatb4.x) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb7 = equal(vec4(u_xlat16), u_xlat7);
					    u_xlatb4.x = u_xlat16==u_xlat12;
					    u_xlatb4.y = u_xlat12>=u_xlat16;
					    u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					    u_xlat4.y = u_xlatb4.y ? float(1.40129846e-45) : 0.0;
					;
					    u_xlat2.x = u_xlat4.x * u_xlat2.x + u_xlat10;
					    u_xlat2.x = u_xlat6.y * u_xlat2.z + u_xlat2.x;
					    u_xlat2.x = u_xlat6.z * u_xlat2.w + u_xlat2.x;
					    u_xlat1.x = u_xlat6.w * u_xlat1.x + u_xlat2.x;
					    u_xlat2.x = u_xlatb7.x ? float(1.40129846e-45) : 0.0;
					    u_xlat2.y = u_xlatb7.y ? float(1.40129846e-45) : 0.0;
					    u_xlat2.z = u_xlatb7.z ? float(1.40129846e-45) : 0.0;
					    u_xlat2.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					    u_xlat4.x = u_xlatb7.y ? float(1.0) : 0.0;
					    u_xlat4.z = u_xlatb7.z ? float(1.0) : 0.0;
					;
					    u_xlat1.x = u_xlat2.w * u_xlat1.y + u_xlat1.x;
					    u_xlat1.x = u_xlat4.x * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat4.z * u_xlat1.w + u_xlat1.x;
					    u_xlatb8 = u_xlat8.x==u_xlat16;
					    u_xlatb16 = u_xlat16<u_xlat8.z;
					    u_xlat16 = u_xlatb16 ? 1.0 : float(0.0);
					    u_xlat19.x = (u_xlatb8) ? 15.0 : u_xlat1.x;
					    u_xlat3.y = float(0.0);
					    u_xlat19.y = float(0.0);
					    u_xlat8.xz = vs_TEXCOORD0.xy * vec2(4.0, 1.0) + u_xlat3.xy;
					    u_xlat8.xz = fract(u_xlat8.xz);
					    u_xlat8.xz = u_xlat19.xy + u_xlat8.xz;
					    u_xlat8.xz = u_xlat8.xz * vec2(0.0625, 1.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(0.25, 1.0);
					    u_xlat17.xy = dFdx(u_xlat1.xy);
					    u_xlat1.xy = dFdy(u_xlat1.xy);
					    u_xlat1 = textureGrad(_MainTex, u_xlat8.xz, vec4(u_xlat17.xyxx).xy, vec4(u_xlat1.xyxx).xy);
					    u_xlatb3 = lessThan(u_xlat0.xxxx, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlatb6 = lessThan(u_xlat0.xxxx, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati6 = ivec4((uvec4(u_xlatb6) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati3 = ivec4((uvec4(u_xlatb3) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati0 = u_xlati3.y * u_xlati5.x;
					    u_xlati0 = floatBitsToInt(u_xlat4.y) * u_xlati3.x + u_xlati0;
					    u_xlati0 = u_xlati5.y * u_xlati3.z + u_xlati0;
					    u_xlati0 = u_xlati5.z * u_xlati3.w + u_xlati0;
					    u_xlati0 = u_xlati5.w * u_xlati6.x + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.x) * u_xlati6.y + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.y) * u_xlati6.z + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.z) * u_xlati6.w + u_xlati0;
					    u_xlat0.x = float(u_xlati0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat16 + 1.0;
					    u_xlat1.w = u_xlat0.x * u_xlat1.w;
					    u_xlat0 = u_xlat1 * _Color;
					    u_xlatb1 = vs_TEXCOORD0.x<1.125;
					    SV_Target0 = (bool(u_xlatb1)) ? u_xlat0 : _Color;
					    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 _Color;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					ivec4 u_xlati3;
					bvec4 u_xlatb3;
					vec4 u_xlat4;
					bvec2 u_xlatb4;
					vec4 u_xlat5;
					ivec4 u_xlati5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					ivec4 u_xlati6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bool u_xlatb8;
					float u_xlat10;
					float u_xlat12;
					float u_xlat16;
					bool u_xlatb16;
					vec2 u_xlat17;
					vec2 u_xlat19;
					void main()
					{
					    u_xlat0.xyz = unity_StereoWorldSpaceCameraPos[0].xyz + unity_StereoWorldSpaceCameraPos[1].xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5) + (-unity_ObjectToWorld[3].xyz);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat8.x = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat8.x * 0.30103001;
					    u_xlat8.x = floor(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x + -3.0;
					    u_xlat8.x = max(u_xlat8.x, 0.0);
					    u_xlat16 = u_xlat8.x * -3.32192802;
					    u_xlat8.xz = u_xlat8.xx + vec2(8.0, 7.0);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = roundEven(u_xlat16);
					    u_xlat0.x = u_xlat16 * u_xlat0.x + 0.5;
					    u_xlat1 = u_xlat0.xxxx * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat1 = floor(u_xlat1);
					    u_xlat2 = u_xlat1 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb2 = greaterThanEqual(u_xlat2, (-u_xlat2));
					    u_xlat3.x = (u_xlatb2.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.y = (u_xlatb2.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.z = (u_xlatb2.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.w = (u_xlatb2.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat2.x = (u_xlatb2.x) ? float(10.0) : float(-10.0);
					    u_xlat2.y = (u_xlatb2.y) ? float(10.0) : float(-10.0);
					    u_xlat2.z = (u_xlatb2.z) ? float(10.0) : float(-10.0);
					    u_xlat2.w = (u_xlatb2.w) ? float(10.0) : float(-10.0);
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = fract(u_xlat1);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = roundEven(u_xlat1);
					    u_xlat2 = u_xlat0.xxxx * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat2 = floor(u_xlat2);
					    u_xlat3 = u_xlat2 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb3 = greaterThanEqual(u_xlat3, (-u_xlat3));
					    u_xlat4.x = (u_xlatb3.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.y = (u_xlatb3.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.z = (u_xlatb3.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.w = (u_xlatb3.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.x = (u_xlatb3.x) ? float(10.0) : float(-10.0);
					    u_xlat3.y = (u_xlatb3.y) ? float(10.0) : float(-10.0);
					    u_xlat3.z = (u_xlatb3.z) ? float(10.0) : float(-10.0);
					    u_xlat3.w = (u_xlatb3.w) ? float(10.0) : float(-10.0);
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = fract(u_xlat2);
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = roundEven(u_xlat2);
					    u_xlat16 = vs_TEXCOORD0.x * 4.0 + 4.0;
					    u_xlatb3.x = u_xlat8.x<u_xlat16;
					    u_xlat3.x = u_xlatb3.x ? 0.5 : float(0.0);
					    u_xlat16 = u_xlat16 + u_xlat3.x;
					    u_xlat16 = floor(u_xlat16);
					    u_xlatb4.x = u_xlat16>=u_xlat8.x;
					    u_xlat5 = (u_xlatb4.x) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb5 = equal(vec4(u_xlat16), u_xlat5);
					    u_xlat6.x = u_xlatb5.x ? float(1.0) : 0.0;
					    u_xlat6.y = u_xlatb5.y ? float(1.0) : 0.0;
					    u_xlat6.z = u_xlatb5.z ? float(1.0) : 0.0;
					    u_xlat6.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					    u_xlati5 = ivec4((uvec4(u_xlatb5) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat10 = u_xlat2.y * u_xlat6.x;
					    u_xlat12 = u_xlatb4.x ? 1.0 : float(0.0);
					    u_xlat7 = (u_xlatb4.x) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb7 = equal(vec4(u_xlat16), u_xlat7);
					    u_xlatb4.x = u_xlat16==u_xlat12;
					    u_xlatb4.y = u_xlat12>=u_xlat16;
					    u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					    u_xlat4.y = u_xlatb4.y ? float(1.40129846e-45) : 0.0;
					;
					    u_xlat2.x = u_xlat4.x * u_xlat2.x + u_xlat10;
					    u_xlat2.x = u_xlat6.y * u_xlat2.z + u_xlat2.x;
					    u_xlat2.x = u_xlat6.z * u_xlat2.w + u_xlat2.x;
					    u_xlat1.x = u_xlat6.w * u_xlat1.x + u_xlat2.x;
					    u_xlat2.x = u_xlatb7.x ? float(1.40129846e-45) : 0.0;
					    u_xlat2.y = u_xlatb7.y ? float(1.40129846e-45) : 0.0;
					    u_xlat2.z = u_xlatb7.z ? float(1.40129846e-45) : 0.0;
					    u_xlat2.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					    u_xlat4.x = u_xlatb7.y ? float(1.0) : 0.0;
					    u_xlat4.z = u_xlatb7.z ? float(1.0) : 0.0;
					;
					    u_xlat1.x = u_xlat2.w * u_xlat1.y + u_xlat1.x;
					    u_xlat1.x = u_xlat4.x * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat4.z * u_xlat1.w + u_xlat1.x;
					    u_xlatb8 = u_xlat8.x==u_xlat16;
					    u_xlatb16 = u_xlat16<u_xlat8.z;
					    u_xlat16 = u_xlatb16 ? 1.0 : float(0.0);
					    u_xlat19.x = (u_xlatb8) ? 15.0 : u_xlat1.x;
					    u_xlat3.y = float(0.0);
					    u_xlat19.y = float(0.0);
					    u_xlat8.xz = vs_TEXCOORD0.xy * vec2(4.0, 1.0) + u_xlat3.xy;
					    u_xlat8.xz = fract(u_xlat8.xz);
					    u_xlat8.xz = u_xlat19.xy + u_xlat8.xz;
					    u_xlat8.xz = u_xlat8.xz * vec2(0.0625, 1.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(0.25, 1.0);
					    u_xlat17.xy = dFdx(u_xlat1.xy);
					    u_xlat1.xy = dFdy(u_xlat1.xy);
					    u_xlat1 = textureGrad(_MainTex, u_xlat8.xz, vec4(u_xlat17.xyxx).xy, vec4(u_xlat1.xyxx).xy);
					    u_xlatb3 = lessThan(u_xlat0.xxxx, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlatb6 = lessThan(u_xlat0.xxxx, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati6 = ivec4((uvec4(u_xlatb6) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati3 = ivec4((uvec4(u_xlatb3) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati0 = u_xlati3.y * u_xlati5.x;
					    u_xlati0 = floatBitsToInt(u_xlat4.y) * u_xlati3.x + u_xlati0;
					    u_xlati0 = u_xlati5.y * u_xlati3.z + u_xlati0;
					    u_xlati0 = u_xlati5.z * u_xlati3.w + u_xlati0;
					    u_xlati0 = u_xlati5.w * u_xlati6.x + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.x) * u_xlati6.y + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.y) * u_xlati6.z + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.z) * u_xlati6.w + u_xlati0;
					    u_xlat0.x = float(u_xlati0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat16 + 1.0;
					    u_xlat1.w = u_xlat0.x * u_xlat1.w;
					    u_xlat0 = u_xlat1 * _Color;
					    u_xlatb1 = vs_TEXCOORD0.x<1.125;
					    SV_Target0 = (bool(u_xlatb1)) ? u_xlat0 : _Color;
					    return;
					}"
				}
			}
		}
		Pass {
			Tags { "QUEUE" = "Transparent+1" }
			Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
			ZTest Greater
			ZWrite Off
			Cull Off
			GpuProgramID 91877
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerCamera {
						vec4 unused_0_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_0_2[4];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_1_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_1_2[12];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_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_xlat6;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0.x = unity_CameraProjection[1].y + -1.73204994;
					    u_xlatb0 = abs(u_xlat0.x)<9.99999975e-06;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat0.xyz = u_xlat0.xxx * in_POSITION0.xyz;
					    u_xlat1.xyz = _WorldSpaceCameraPos.xyz + (-unity_ObjectToWorld[3].xyz);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = sqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    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;
					    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[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_1_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0.xyz = unity_StereoWorldSpaceCameraPos[0].xyz + unity_StereoWorldSpaceCameraPos[1].xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5) + (-unity_ObjectToWorld[3].xyz);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat0.xyz = in_POSITION0.xyz * u_xlat0.xxx + (-in_POSITION0.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    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;
					    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 _Color;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					ivec4 u_xlati3;
					bvec4 u_xlatb3;
					vec4 u_xlat4;
					bvec2 u_xlatb4;
					vec4 u_xlat5;
					ivec4 u_xlati5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					ivec4 u_xlati6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bool u_xlatb8;
					float u_xlat10;
					float u_xlat12;
					float u_xlat16;
					bool u_xlatb16;
					vec2 u_xlat17;
					vec2 u_xlat19;
					void main()
					{
					    u_xlat0.xyz = _WorldSpaceCameraPos.xyz + (-unity_ObjectToWorld[3].xyz);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat8.x = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat8.x * 0.30103001;
					    u_xlat8.x = floor(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x + -3.0;
					    u_xlat8.x = max(u_xlat8.x, 0.0);
					    u_xlat16 = u_xlat8.x * -3.32192802;
					    u_xlat8.xz = u_xlat8.xx + vec2(8.0, 7.0);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = roundEven(u_xlat16);
					    u_xlat0.x = u_xlat16 * u_xlat0.x + 0.5;
					    u_xlat1 = u_xlat0.xxxx * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat1 = floor(u_xlat1);
					    u_xlat2 = u_xlat1 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb2 = greaterThanEqual(u_xlat2, (-u_xlat2));
					    u_xlat3.x = (u_xlatb2.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.y = (u_xlatb2.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.z = (u_xlatb2.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.w = (u_xlatb2.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat2.x = (u_xlatb2.x) ? float(10.0) : float(-10.0);
					    u_xlat2.y = (u_xlatb2.y) ? float(10.0) : float(-10.0);
					    u_xlat2.z = (u_xlatb2.z) ? float(10.0) : float(-10.0);
					    u_xlat2.w = (u_xlatb2.w) ? float(10.0) : float(-10.0);
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = fract(u_xlat1);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = roundEven(u_xlat1);
					    u_xlat2 = u_xlat0.xxxx * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat2 = floor(u_xlat2);
					    u_xlat3 = u_xlat2 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb3 = greaterThanEqual(u_xlat3, (-u_xlat3));
					    u_xlat4.x = (u_xlatb3.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.y = (u_xlatb3.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.z = (u_xlatb3.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.w = (u_xlatb3.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.x = (u_xlatb3.x) ? float(10.0) : float(-10.0);
					    u_xlat3.y = (u_xlatb3.y) ? float(10.0) : float(-10.0);
					    u_xlat3.z = (u_xlatb3.z) ? float(10.0) : float(-10.0);
					    u_xlat3.w = (u_xlatb3.w) ? float(10.0) : float(-10.0);
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = fract(u_xlat2);
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = roundEven(u_xlat2);
					    u_xlat16 = vs_TEXCOORD0.x * 4.0 + 4.0;
					    u_xlatb3.x = u_xlat8.x<u_xlat16;
					    u_xlat3.x = u_xlatb3.x ? 0.5 : float(0.0);
					    u_xlat16 = u_xlat16 + u_xlat3.x;
					    u_xlat16 = floor(u_xlat16);
					    u_xlatb4.x = u_xlat16>=u_xlat8.x;
					    u_xlat5 = (u_xlatb4.x) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb5 = equal(vec4(u_xlat16), u_xlat5);
					    u_xlat6.x = u_xlatb5.x ? float(1.0) : 0.0;
					    u_xlat6.y = u_xlatb5.y ? float(1.0) : 0.0;
					    u_xlat6.z = u_xlatb5.z ? float(1.0) : 0.0;
					    u_xlat6.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					    u_xlati5 = ivec4((uvec4(u_xlatb5) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat10 = u_xlat2.y * u_xlat6.x;
					    u_xlat12 = u_xlatb4.x ? 1.0 : float(0.0);
					    u_xlat7 = (u_xlatb4.x) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb7 = equal(vec4(u_xlat16), u_xlat7);
					    u_xlatb4.x = u_xlat16==u_xlat12;
					    u_xlatb4.y = u_xlat12>=u_xlat16;
					    u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					    u_xlat4.y = u_xlatb4.y ? float(1.40129846e-45) : 0.0;
					;
					    u_xlat2.x = u_xlat4.x * u_xlat2.x + u_xlat10;
					    u_xlat2.x = u_xlat6.y * u_xlat2.z + u_xlat2.x;
					    u_xlat2.x = u_xlat6.z * u_xlat2.w + u_xlat2.x;
					    u_xlat1.x = u_xlat6.w * u_xlat1.x + u_xlat2.x;
					    u_xlat2.x = u_xlatb7.x ? float(1.40129846e-45) : 0.0;
					    u_xlat2.y = u_xlatb7.y ? float(1.40129846e-45) : 0.0;
					    u_xlat2.z = u_xlatb7.z ? float(1.40129846e-45) : 0.0;
					    u_xlat2.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					    u_xlat4.x = u_xlatb7.y ? float(1.0) : 0.0;
					    u_xlat4.z = u_xlatb7.z ? float(1.0) : 0.0;
					;
					    u_xlat1.x = u_xlat2.w * u_xlat1.y + u_xlat1.x;
					    u_xlat1.x = u_xlat4.x * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat4.z * u_xlat1.w + u_xlat1.x;
					    u_xlatb8 = u_xlat8.x==u_xlat16;
					    u_xlatb16 = u_xlat16<u_xlat8.z;
					    u_xlat16 = u_xlatb16 ? 1.0 : float(0.0);
					    u_xlat19.x = (u_xlatb8) ? 15.0 : u_xlat1.x;
					    u_xlat3.y = float(0.0);
					    u_xlat19.y = float(0.0);
					    u_xlat8.xz = vs_TEXCOORD0.xy * vec2(4.0, 1.0) + u_xlat3.xy;
					    u_xlat8.xz = fract(u_xlat8.xz);
					    u_xlat8.xz = u_xlat19.xy + u_xlat8.xz;
					    u_xlat8.xz = u_xlat8.xz * vec2(0.0625, 1.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(0.25, 1.0);
					    u_xlat17.xy = dFdx(u_xlat1.xy);
					    u_xlat1.xy = dFdy(u_xlat1.xy);
					    u_xlat1 = textureGrad(_MainTex, u_xlat8.xz, vec4(u_xlat17.xyxx).xy, vec4(u_xlat1.xyxx).xy);
					    u_xlatb3 = lessThan(u_xlat0.xxxx, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlatb6 = lessThan(u_xlat0.xxxx, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati6 = ivec4((uvec4(u_xlatb6) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati3 = ivec4((uvec4(u_xlatb3) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati0 = u_xlati3.y * u_xlati5.x;
					    u_xlati0 = floatBitsToInt(u_xlat4.y) * u_xlati3.x + u_xlati0;
					    u_xlati0 = u_xlati5.y * u_xlati3.z + u_xlati0;
					    u_xlati0 = u_xlati5.z * u_xlati3.w + u_xlati0;
					    u_xlati0 = u_xlati5.w * u_xlati6.x + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.x) * u_xlati6.y + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.y) * u_xlati6.z + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.z) * u_xlati6.w + u_xlati0;
					    u_xlat0.x = float(u_xlati0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat16 + 1.0;
					    u_xlat1.w = u_xlat0.x * u_xlat1.w;
					    u_xlat0 = u_xlat1 * _Color;
					    u_xlatb1 = vs_TEXCOORD0.x<1.125;
					    u_xlat0 = (bool(u_xlatb1)) ? u_xlat0 : _Color;
					    SV_Target0 = u_xlat0 * vec4(1.0, 1.0, 1.0, 0.100000001);
					    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 _Color;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					ivec4 u_xlati3;
					bvec4 u_xlatb3;
					vec4 u_xlat4;
					bvec2 u_xlatb4;
					vec4 u_xlat5;
					ivec4 u_xlati5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					ivec4 u_xlati6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bool u_xlatb8;
					float u_xlat10;
					float u_xlat12;
					float u_xlat16;
					bool u_xlatb16;
					vec2 u_xlat17;
					vec2 u_xlat19;
					void main()
					{
					    u_xlat0.xyz = unity_StereoWorldSpaceCameraPos[0].xyz + unity_StereoWorldSpaceCameraPos[1].xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5) + (-unity_ObjectToWorld[3].xyz);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat8.x = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat8.x * 0.30103001;
					    u_xlat8.x = floor(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x + -3.0;
					    u_xlat8.x = max(u_xlat8.x, 0.0);
					    u_xlat16 = u_xlat8.x * -3.32192802;
					    u_xlat8.xz = u_xlat8.xx + vec2(8.0, 7.0);
					    u_xlat16 = exp2(u_xlat16);
					    u_xlat16 = roundEven(u_xlat16);
					    u_xlat0.x = u_xlat16 * u_xlat0.x + 0.5;
					    u_xlat1 = u_xlat0.xxxx * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat1 = floor(u_xlat1);
					    u_xlat2 = u_xlat1 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb2 = greaterThanEqual(u_xlat2, (-u_xlat2));
					    u_xlat3.x = (u_xlatb2.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.y = (u_xlatb2.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.z = (u_xlatb2.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.w = (u_xlatb2.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat2.x = (u_xlatb2.x) ? float(10.0) : float(-10.0);
					    u_xlat2.y = (u_xlatb2.y) ? float(10.0) : float(-10.0);
					    u_xlat2.z = (u_xlatb2.z) ? float(10.0) : float(-10.0);
					    u_xlat2.w = (u_xlatb2.w) ? float(10.0) : float(-10.0);
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = fract(u_xlat1);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = roundEven(u_xlat1);
					    u_xlat2 = u_xlat0.xxxx * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat2 = floor(u_xlat2);
					    u_xlat3 = u_xlat2 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb3 = greaterThanEqual(u_xlat3, (-u_xlat3));
					    u_xlat4.x = (u_xlatb3.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.y = (u_xlatb3.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.z = (u_xlatb3.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat4.w = (u_xlatb3.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat3.x = (u_xlatb3.x) ? float(10.0) : float(-10.0);
					    u_xlat3.y = (u_xlatb3.y) ? float(10.0) : float(-10.0);
					    u_xlat3.z = (u_xlatb3.z) ? float(10.0) : float(-10.0);
					    u_xlat3.w = (u_xlatb3.w) ? float(10.0) : float(-10.0);
					    u_xlat2 = u_xlat2 * u_xlat4;
					    u_xlat2 = fract(u_xlat2);
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = roundEven(u_xlat2);
					    u_xlat16 = vs_TEXCOORD0.x * 4.0 + 4.0;
					    u_xlatb3.x = u_xlat8.x<u_xlat16;
					    u_xlat3.x = u_xlatb3.x ? 0.5 : float(0.0);
					    u_xlat16 = u_xlat16 + u_xlat3.x;
					    u_xlat16 = floor(u_xlat16);
					    u_xlatb4.x = u_xlat16>=u_xlat8.x;
					    u_xlat5 = (u_xlatb4.x) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb5 = equal(vec4(u_xlat16), u_xlat5);
					    u_xlat6.x = u_xlatb5.x ? float(1.0) : 0.0;
					    u_xlat6.y = u_xlatb5.y ? float(1.0) : 0.0;
					    u_xlat6.z = u_xlatb5.z ? float(1.0) : 0.0;
					    u_xlat6.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					    u_xlati5 = ivec4((uvec4(u_xlatb5) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat10 = u_xlat2.y * u_xlat6.x;
					    u_xlat12 = u_xlatb4.x ? 1.0 : float(0.0);
					    u_xlat7 = (u_xlatb4.x) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb7 = equal(vec4(u_xlat16), u_xlat7);
					    u_xlatb4.x = u_xlat16==u_xlat12;
					    u_xlatb4.y = u_xlat12>=u_xlat16;
					    u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					    u_xlat4.y = u_xlatb4.y ? float(1.40129846e-45) : 0.0;
					;
					    u_xlat2.x = u_xlat4.x * u_xlat2.x + u_xlat10;
					    u_xlat2.x = u_xlat6.y * u_xlat2.z + u_xlat2.x;
					    u_xlat2.x = u_xlat6.z * u_xlat2.w + u_xlat2.x;
					    u_xlat1.x = u_xlat6.w * u_xlat1.x + u_xlat2.x;
					    u_xlat2.x = u_xlatb7.x ? float(1.40129846e-45) : 0.0;
					    u_xlat2.y = u_xlatb7.y ? float(1.40129846e-45) : 0.0;
					    u_xlat2.z = u_xlatb7.z ? float(1.40129846e-45) : 0.0;
					    u_xlat2.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					    u_xlat4.x = u_xlatb7.y ? float(1.0) : 0.0;
					    u_xlat4.z = u_xlatb7.z ? float(1.0) : 0.0;
					;
					    u_xlat1.x = u_xlat2.w * u_xlat1.y + u_xlat1.x;
					    u_xlat1.x = u_xlat4.x * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat4.z * u_xlat1.w + u_xlat1.x;
					    u_xlatb8 = u_xlat8.x==u_xlat16;
					    u_xlatb16 = u_xlat16<u_xlat8.z;
					    u_xlat16 = u_xlatb16 ? 1.0 : float(0.0);
					    u_xlat19.x = (u_xlatb8) ? 15.0 : u_xlat1.x;
					    u_xlat3.y = float(0.0);
					    u_xlat19.y = float(0.0);
					    u_xlat8.xz = vs_TEXCOORD0.xy * vec2(4.0, 1.0) + u_xlat3.xy;
					    u_xlat8.xz = fract(u_xlat8.xz);
					    u_xlat8.xz = u_xlat19.xy + u_xlat8.xz;
					    u_xlat8.xz = u_xlat8.xz * vec2(0.0625, 1.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(0.25, 1.0);
					    u_xlat17.xy = dFdx(u_xlat1.xy);
					    u_xlat1.xy = dFdy(u_xlat1.xy);
					    u_xlat1 = textureGrad(_MainTex, u_xlat8.xz, vec4(u_xlat17.xyxx).xy, vec4(u_xlat1.xyxx).xy);
					    u_xlatb3 = lessThan(u_xlat0.xxxx, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlatb6 = lessThan(u_xlat0.xxxx, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati6 = ivec4((uvec4(u_xlatb6) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati3 = ivec4((uvec4(u_xlatb3) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati0 = u_xlati3.y * u_xlati5.x;
					    u_xlati0 = floatBitsToInt(u_xlat4.y) * u_xlati3.x + u_xlati0;
					    u_xlati0 = u_xlati5.y * u_xlati3.z + u_xlati0;
					    u_xlati0 = u_xlati5.z * u_xlati3.w + u_xlati0;
					    u_xlati0 = u_xlati5.w * u_xlati6.x + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.x) * u_xlati6.y + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.y) * u_xlati6.z + u_xlati0;
					    u_xlati0 = floatBitsToInt(u_xlat2.z) * u_xlati6.w + u_xlati0;
					    u_xlat0.x = float(u_xlati0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat16 + 1.0;
					    u_xlat1.w = u_xlat0.x * u_xlat1.w;
					    u_xlat0 = u_xlat1 * _Color;
					    u_xlatb1 = vs_TEXCOORD0.x<1.125;
					    u_xlat0 = (bool(u_xlatb1)) ? u_xlat0 : _Color;
					    SV_Target0 = u_xlat0 * vec4(1.0, 1.0, 1.0, 0.100000001);
					    return;
					}"
				}
			}
		}
	}
}