Shader "Hirabiki/VRCLens/DepthOfField Cutout" {
	Properties {
		[Toggle(DEPTH_OF_FIELD)] _EnableDoF ("Enable Depth of Field", Float) = 0
		_FocusDistance ("Focus (m)", Range(0.5, 100)) = 1.5
		_DoFStrength ("F-number", Range(1, 32)) = 4
		_ExposureValue ("Exposure Value", Range(-4, 4)) = 0
		[HideInInspector] _FocusOffsetH ("Focus offset H", Range(-1, 1)) = 0
		[HideInInspector] _FocusOffsetV ("Focus offset V", Range(-1, 1)) = 0
		[Header(Toggles)] [Enum(VR,0,Desktop,1)] _IsDesktopMode ("Overlay Mode", Float) = 0
		[Enum(Hidden,3,Center,0,Corner,1,Stream,2)] _PreviewPosMode ("Overlay Mode", Float) = 0
		[Enum(Landscape,0,Portrait,1)] _PreviewOrientation ("Overlay Orientation", Float) = 0
		[Enum(Normal,0,Selfie,1,Avatar,2)] _IsExternalFocus ("AF Mode", Float) = 0
		[Enum(Off,0,On,1)] _AperturePriority ("Av (Aperture Priority)", Float) = 0
		[Enum(Manual,0,Locked,1,Auto,2)] _ExposureMode ("Exposure Mode", Float) = 0
		[Enum(Disabled,0,Enabled,1)] _ShowOverlay ("Show Overlay", Float) = 1
		_WhiteBalance ("Tonemap Mode", Range(-1, 1)) = 0
		_TonemapMode ("Tonemap Mode", Float) = 0
		_TonemapLerp ("Tonemap Strength", Range(0, 1)) = 0
		_SensorScale ("Sensor Scaling", Range(0, 2)) = 1
		[Enum(Normal,0,Cool,1,Cute,2)] _ImageFilter ("Picture Filter", Float) = 0
		[Enum(Disabled,0,Enabled,1)] _ShowFocusPeeking ("Focus Peeking", Float) = 0
		[Enum(Disabled,0,Enabled,1)] _ShowZebra ("Overexposure Zebra", Float) = 0
		[Enum(Disabled,0,Enabled,1)] _ShowRuleOfThirds ("Rule of Thirds grid", Float) = 0
		[Enum(Disabled,0,Enabled,1)] _ShowLeveler ("Horizon Level", Float) = 0
		[Header(Advanced)] _BlurSamples ("Blur Samples", Range(0, 225)) = 225
		[HideInInspector] _FocalLength ("Focal Length (echo)", Range(10, 1000)) = 18
		[HideInInspector] _SensorType ("SensorType (echo)", Float) = 0
		[Enum(Disabled,0,Enabled,1,Straightened,2)] [HideInInspector] _IsImageStabilize ("Optical IS (echo)", Float) = 0
		[Enum(Disabled,0,Enabled,1)] [HideInInspector] _IsDirectStream ("Direct Cast (echo)", Float) = 0
		[Enum(Disabled,0,Enabled,1)] [HideInInspector] _IsSideBySide3D ("SBS Stereo (echo)", Float) = 0
		[Header(Textures)] _RenderTex ("Render Texture", 2D) = "black" {}
		_DepthTex ("Depth Texture", 2D) = "black" {}
		_PreviewTex ("Preview Texture", 2D) = "black" {}
		_AuxExpTex ("Auxiliary Texture", 2D) = "black" {}
		_AuxFocusTex ("Aux Focus Texture", 2D) = "black" {}
		_FocusTex ("Focus Point Texture", 2D) = "black" {}
		_SymbolTex0 ("Symbols Texture", 2D) = "black" {}
		_SymbolTex1 ("Indicators Texture", 2D) = "black" {}
		_NumTex ("Number Sprite", 2D) = "black" {}
		_MainTex ("Shader blocked texture", 2D) = "white" {}
	}
	SubShader {
		Tags { "DisableBatching" = "true" "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+1000" }
		Pass {
			Tags { "DisableBatching" = "true" "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+1000" }
			ZTest Always
			GpuProgramID 22051
			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[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[2];
						vec4 unity_OrthoParams;
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_1_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_1_2[12];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[5];
						mat4x4 glstate_matrix_projection;
						vec4 unused_2_2[14];
					};
					in  vec4 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					ivec3 u_xlati0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					float u_xlat2;
					bool u_xlatb2;
					bool u_xlatb4;
					void main()
					{
					    u_xlat0.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb0.xy = lessThan(abs(u_xlat0.xyxx), vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0)).xy;
					    u_xlati0.x = int((uint(u_xlatb0.y) * 0xffffffffu) | (uint(u_xlatb0.x) * 0xffffffffu));
					    u_xlatb1 = equal(unity_OrthoParams.wwyy, vec4(0.0, 1.0, -0.00700000022, -0.00600000005));
					    u_xlatb2 = u_xlatb1.w || u_xlatb1.z;
					    u_xlati0.y = int((uint(u_xlatb2) * 0xffffffffu) & (uint(u_xlatb1.y) * 0xffffffffu));
					    u_xlatb4 = 0.0500000007>=_ProjectionParams.y;
					    u_xlati0.z = int((uint(u_xlatb4) * 0xffffffffu) & (uint(u_xlatb1.x) * 0xffffffffu));
					    u_xlat0.xyz = uintBitsToFloat(uvec3(u_xlati0.xyz) & uvec3(1065353216u, 1065353216u, 1065353216u));
					    u_xlat0.x = u_xlat0.x * u_xlat0.z + u_xlat0.y;
					    u_xlatb2 = unity_CameraProjection[0].z==0.0;
					    u_xlatb4 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2 = u_xlatb4 && u_xlatb2;
					    u_xlat2 = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat2 * u_xlat0.x;
					    u_xlat0.y = float(1.0);
					    u_xlat0.z = float(16.0);
					    u_xlat1.xyz = u_xlat0.xxy * in_POSITION0.xyw;
					    u_xlat0.xyw = u_xlat0.zzx * u_xlat1.xyz;
					    u_xlat0.z = (-_ProjectionParams.y);
					    u_xlat0 = u_xlat0 + vec4(0.0, 0.0, -0.00100000005, 0.0);
					    u_xlat1 = u_xlat0.yyyy * glstate_matrix_projection[1];
					    u_xlat1 = glstate_matrix_projection[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = glstate_matrix_projection[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = glstate_matrix_projection[3] * u_xlat0.wwww + u_xlat1;
					    u_xlat1.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD0.xy = u_xlat1.xy / u_xlat0.ww;
					    gl_Position = u_xlat0;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						mat4x4 unity_StereoMatrixP[2];
						vec4 unused_1_1[64];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = (-_ProjectionParams.y) + -0.00100000005;
					    u_xlat0 = vec4(u_xlat2) * unity_StereoMatrixP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4];
					    u_xlat1.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD0.xy = u_xlat1.xy / u_xlat0.ww;
					    gl_Position = u_xlat0;
					    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 _RenderTex_TexelSize;
						int _AperturePriority;
						int _IsDesktopMode;
						int _PreviewOrientation;
						int _IsDirectStream;
						float _FocusDistance;
						float _DoFStrength;
						float _FocalLength;
						float _ExposureValue;
						float _SensorScale;
						float _FocusOffsetH;
						float _FocusOffsetV;
						float _PreviewPosMode;
						int _IsExternalFocus;
						int _ImageFilter;
						int _TonemapMode;
						int _ExposureMode;
						int _IsSideBySide3D;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2;
						vec4 unity_OrthoParams;
					};
					uniform  sampler2D _AuxFocusTex;
					uniform  sampler2D _RenderTex;
					uniform  sampler2D _DepthTex;
					uniform  sampler2D _AuxExpTex;
					uniform  sampler2D _PreviewTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					ivec3 u_xlati1;
					bvec3 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bvec4 u_xlatb3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					bvec3 u_xlatb6;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					bvec3 u_xlatb9;
					vec2 u_xlat12;
					int u_xlati12;
					bvec2 u_xlatb12;
					float u_xlat14;
					vec2 u_xlat15;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					void main()
					{
					    u_xlatb0.x = _IsDesktopMode!=0;
					    u_xlatb6.x = _PreviewPosMode<2.0;
					    u_xlatb0.x = u_xlatb6.x && u_xlatb0.x;
					    u_xlatb6.x = _FocusDistance<0.500100017;
					    u_xlat1 = texture(_RenderTex, vs_TEXCOORD0.xy);
					    u_xlatb12.xy = equal(ivec4(ivec4(_IsExternalFocus, _IsExternalFocus, _IsExternalFocus, _IsExternalFocus)), ivec4(1, 2, 1, 2)).xy;
					    u_xlatb12.x = u_xlatb12.x && u_xlatb6.x;
					    u_xlatb12.y = u_xlatb12.y && u_xlatb6.x;
					    if(u_xlatb12.x){
					        u_xlat2 = textureLod(_AuxExpTex, vec2(0.75, 0.25), 0.0);
					    } else {
					        u_xlat3 = texture(_AuxFocusTex, vec2(0.0, 0.0));
					        u_xlat8.xy = u_xlat3.xy + vec2(0.5, 0.5);
					        u_xlat3.xy = vec2(_FocusOffsetV, _FocusOffsetH) * vec2(1.0, -1.0);
					        u_xlat3.xy = (int(_PreviewOrientation) != 0) ? u_xlat3.xy : vec2(_FocusOffsetH, _FocusOffsetV);
					        u_xlat3.xy = u_xlat3.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
					        u_xlat3.yz = (int(_IsDesktopMode) != 0) ? u_xlat3.xy : u_xlat8.xy;
					        u_xlatb12.x = 0<_IsSideBySide3D;
					        u_xlat19 = u_xlat3.y + -0.25;
					        u_xlat19 = min(u_xlat19, 0.499479175);
					        u_xlat3.x = (u_xlatb12.x) ? u_xlat19 : u_xlat3.y;
					        u_xlat3 = texture(_DepthTex, u_xlat3.xz);
					        u_xlat12.x = u_xlat3.x * 24.999876 + 0.000125000006;
					        u_xlat12.x = float(1.0) / u_xlat12.x;
					        u_xlat12.x = min(u_xlat12.x, 4096.0);
					        u_xlat6 = u_xlatb6.x ? 1.0 : float(0.0);
					        u_xlat12.x = u_xlat12.x + (-_FocusDistance);
					        u_xlat2.x = u_xlat6 * u_xlat12.x + _FocusDistance;
					    }
					    if(u_xlatb12.y){
					        u_xlat3 = textureLod(_AuxExpTex, vec2(0.25, 0.75), 0.0);
					        u_xlat6 = u_xlat3.z * 0.0976557657 + 0.000125000006;
					        u_xlat2.x = float(1.0) / u_xlat6;
					    }
					    u_xlatb6.xyz = equal(unity_OrthoParams.wyyy, vec4(1.0, -0.00700000022, -0.00600000005, -0.00600000005)).xyz;
					    u_xlatb12.x = u_xlatb6.z || u_xlatb6.y;
					    u_xlatb6.x = u_xlatb12.x && u_xlatb6.x;
					    u_xlatb12.xy = equal(_ScreenParams.xyxy, vec4(1920.0, 1080.0, 1920.0, 1080.0)).xy;
					    u_xlatb8.xy = equal(_RenderTex_TexelSize.zwzz, _ScreenParams.xyxx).xy;
					    {
					        bvec2 hlslcc_orTemp = u_xlatb12;
					        hlslcc_orTemp.x = u_xlatb12.x || u_xlatb8.x;
					        hlslcc_orTemp.y = u_xlatb12.y || u_xlatb8.y;
					        u_xlatb12 = hlslcc_orTemp;
					    }
					    u_xlatb12.x = u_xlatb12.y && u_xlatb12.x;
					    u_xlatb12.x = u_xlatb12.x && u_xlatb0.x;
					    u_xlati18 = ~((int(u_xlatb0.x) * int(0xffffffffu)));
					    u_xlatb3 = notEqual(_ScreenParams.xyxy, vec4(1280.0, 720.0, 512.0, 256.0));
					    {
					        bvec2 hlslcc_orTemp = u_xlatb8;
					        hlslcc_orTemp.x = u_xlatb3.y || u_xlatb3.x;
					        hlslcc_orTemp.y = u_xlatb3.w || u_xlatb3.z;
					        u_xlatb8 = hlslcc_orTemp;
					    }
					    u_xlatb19 = u_xlatb8.x || bool(_IsDirectStream);
					    u_xlatb19 = (int(u_xlatb19) * int(0xffffffffu))!=0;
					    u_xlati18 = u_xlatb19 ? u_xlati18 : int(0);
					    u_xlati12 = int(uint(u_xlati18) | (uint(u_xlatb12.x) * 0xffffffffu));
					    u_xlat18 = _PreviewPosMode;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat19 = u_xlat18 * -2.0 + 3.0;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat18 = u_xlat18 * u_xlat19;
					    u_xlati19 = ~((int(u_xlatb6.x) * int(0xffffffffu)));
					    u_xlati0 = u_xlatb0.x ? u_xlati19 : int(0);
					    u_xlati19 = ~(u_xlati12);
					    u_xlati0 = int(uint(u_xlati0) & uint(u_xlati19));
					    u_xlat3 = vs_TEXCOORD0.xyxy + vec4(-0.5, -0.5, -1.0, -1.0);
					    u_xlat4.x = float(1.0);
					    u_xlat4.w = float(1.77777779);
					    u_xlat4.yz = _ScreenParams.yx;
					    u_xlat8.xz = u_xlat3.xy * u_xlat4.xy;
					    u_xlat8.xz = u_xlat4.zw * u_xlat8.xz;
					    u_xlat8.xz = u_xlat8.xz / _ScreenParams.yy;
					    u_xlat8.xz = u_xlat8.xz + vec2(0.5, 0.5);
					    u_xlat3.xy = u_xlat3.zw * _ScreenParams.xy;
					    u_xlat3.xy = u_xlat3.xy * vec2(1.79999995, 3.20000005);
					    u_xlat3.xy = u_xlat3.xy / _ScreenParams.yy;
					    u_xlat3.xy = u_xlat3.xy + vec2(1.0, 1.0);
					    u_xlat3.xy = (-u_xlat8.xz) + u_xlat3.xy;
					    u_xlat8.xz = vec2(u_xlat18) * u_xlat3.xy + u_xlat8.xz;
					    u_xlat3 = vs_TEXCOORD0.yxyx * vec4(1.0, -1.0, 1.0, -1.0) + vec4(-0.5, 0.5, -1.0, 1.0);
					    u_xlat4.x = float(1.0);
					    u_xlat4.w = float(1.77777779);
					    u_xlat4.yz = _ScreenParams.xy;
					    u_xlat3.xy = u_xlat3.xy * u_xlat4.xy;
					    u_xlat3.xy = u_xlat4.zw * u_xlat3.xy;
					    u_xlat3.xy = u_xlat3.xy / _ScreenParams.yy;
					    u_xlat15.xy = u_xlat3.zw * _ScreenParams.yx;
					    u_xlat15.xy = u_xlat15.xy * vec2(1.79999995, 3.20000005);
					    u_xlat3.zw = u_xlat15.xy / _ScreenParams.yy;
					    u_xlat3 = u_xlat3 + vec4(0.5, 0.5, 1.0, 0.0);
					    u_xlat15.xy = (-u_xlat3.xy) + u_xlat3.zw;
					    u_xlat3.xy = vec2(u_xlat18) * u_xlat15.xy + u_xlat3.xy;
					    u_xlat18 = (_PreviewOrientation != 0) ? 1.0 : 0.0;
					    u_xlat3.xy = (-u_xlat8.xz) + u_xlat3.xy;
					    u_xlat8.xz = vec2(u_xlat18) * u_xlat3.xy + u_xlat8.xz;
					    u_xlat0.xw = (int(u_xlati0) != 0) ? u_xlat8.xz : vs_TEXCOORD0.xy;
					    u_xlat8.xz = u_xlat0.xw + vec2(-0.5, -0.5);
					    u_xlat3.xy = u_xlat8.xz * vec2(0.982318282, 0.968992293);
					    u_xlatb3.xy = lessThan(abs(u_xlat3.xyxx), vec4(0.5, 0.5, 0.0, 0.0)).xy;
					    u_xlatb19 = u_xlatb3.y && u_xlatb3.x;
					    if(((int(u_xlatb19) * int(0xffffffffu)))==0){discard;}
					    u_xlati6 = int(uint(u_xlati12) | (uint(u_xlatb6.x) * 0xffffffffu));
					    u_xlat3 = texture(_PreviewTex, u_xlat0.xw);
					    u_xlat0.xzw = (int(u_xlati6) != 0) ? u_xlat1.xyz : u_xlat3.xyz;
					    u_xlatb1.xyz = lessThan(u_xlat0.xzwx, vec4(0.0, 0.0, 0.0, 0.0)).xyz;
					    u_xlatb3.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat0.xzwx).xyz;
					    u_xlati1.xyz = ivec3((uvec3(u_xlatb1.xyz) * 0xffffffffu) | (uvec3(u_xlatb3.xyz) * 0xffffffffu));
					    u_xlatb3.xyz = equal(u_xlat0.xzwx, vec4(0.0, 0.0, 0.0, 0.0)).xyz;
					    u_xlati1.xyz = ivec3(uvec3(u_xlati1.xyz) | (uvec3(u_xlatb3.xyz) * 0xffffffffu));
					    u_xlat0.xzw = max(u_xlat0.xzw, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xzw = min(u_xlat0.xzw, vec3(64000.0, 64000.0, 64000.0));
					    u_xlat1.xyz = uintBitsToFloat(floatBitsToUint(u_xlat0.xzw) & uvec3(u_xlati1.xyz));
					    u_xlati0 = u_xlatb8.y ? u_xlati6 : int(0);
					    if(u_xlati0 != 0) {
					        u_xlat0.x = _FocalLength * 0.00100000005;
					        u_xlat6 = (-_FocalLength) * 0.0199999996 + 1.0;
					        u_xlat6 = (_AperturePriority != 0) ? u_xlat6 : 0.0;
					        u_xlat6 = _FocalLength * 0.0199999996 + u_xlat6;
					        u_xlat6 = u_xlat6 * _DoFStrength;
					        u_xlat3 = texture(_DepthTex, vs_TEXCOORD0.xy);
					        u_xlat12.x = u_xlat3.x * 24.999876 + 0.000125000006;
					        u_xlat12.x = float(1.0) / u_xlat12.x;
					        u_xlat0.x = u_xlat0.x * u_xlat0.x;
					        u_xlat6 = u_xlat2.x * u_xlat6;
					        u_xlat6 = u_xlat6 * 0.0399999991;
					        u_xlat0.x = u_xlat0.x / u_xlat6;
					        u_xlat0.x = u_xlat0.x * _SensorScale;
					        u_xlat6 = (-u_xlat2.x) + u_xlat12.x;
					        u_xlat0.x = u_xlat6 * u_xlat0.x;
					        u_xlat0.x = u_xlat0.x / u_xlat12.x;
					        u_xlat1.w = u_xlat0.x * 1080.0;
					        u_xlat3 = textureLod(_AuxExpTex, vec2(0.25, 0.25), 0.0);
					        u_xlat0.x = (_ExposureMode != 0) ? u_xlat3.y : 1.0;
					        u_xlat6 = (_TonemapMode != 0) ? 1.0 : 1.25;
					        u_xlat18 = (-u_xlat0.x) + u_xlat6;
					        u_xlat18 = -abs(u_xlat18) + 0.25;
					        u_xlat18 = max(u_xlat18, 0.0);
					        u_xlat18 = u_xlat18 * 4.0;
					        u_xlat0.x = min(u_xlat0.x, u_xlat6);
					        u_xlat6 = u_xlat18 * u_xlat18;
					        u_xlat0.x = (-u_xlat6) * 0.0625 + u_xlat0.x;
					        u_xlat0.x = (_ExposureMode != 0) ? u_xlat0.x : 1.0;
					        u_xlat0.y = exp2((-_ExposureValue));
					        u_xlat14 = dot(u_xlat1.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					        u_xlat12.x = (-u_xlat12.x) + u_xlat2.x;
					        u_xlat2.x = abs(u_xlat12.x) + -0.200000003;
					        u_xlat2.x = u_xlat2.x * 5.0;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat3.x = u_xlat2.x * -2.0 + 3.0;
					        u_xlat2.x = u_xlat2.x * u_xlat2.x;
					        u_xlat2.x = u_xlat2.x * u_xlat3.x;
					        u_xlat12.x = abs(u_xlat12.x) * 0.625;
					        u_xlat0.z = min(u_xlat12.x, 1.0);
					        u_xlat3.x = u_xlat0.z * -2.0 + 3.0;
					        u_xlat12.xy = u_xlat0.zy * u_xlat0.zx;
					        u_xlat12.x = u_xlat12.x * u_xlat3.x;
					        u_xlat12.x = u_xlat12.x * 0.400000006 + 0.150000006;
					        u_xlat3.x = u_xlat2.x * 0.25;
					        u_xlatb9.xyz = notEqual(ivec4(ivec4(_ImageFilter, _ImageFilter, _ImageFilter, _ImageFilter)), ivec4(1, 2, 3, 3)).xyz;
					        u_xlat4.xyz = vec3(u_xlat14) * vec3(0.666666687, 0.666666687, 0.666666687) + (-u_xlat1.xyz);
					        u_xlat4.xyz = u_xlat2.xxx * u_xlat4.xyz + u_xlat1.xyz;
					        u_xlat4.xyz = (u_xlatb9.x) ? u_xlat1.xyz : u_xlat4.xyz;
					        u_xlat2.x = (-u_xlat14) + 1.0;
					        u_xlat2.x = u_xlat2.x * 0.75 + u_xlat14;
					        u_xlat5.xyz = (-u_xlat4.xyz) + u_xlat2.xxx;
					        u_xlat5.xyz = u_xlat5.xyz * vec3(0.5, 0.5, 0.5) + u_xlat4.xyz;
					        u_xlat5.xyz = u_xlat12.yyy * u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz * vec3(1.25, 0.25, 1.0) + (-u_xlat4.xyz);
					        u_xlat5.xyz = u_xlat12.xxx * u_xlat5.xyz + u_xlat4.xyz;
					        u_xlat4.xyz = (u_xlatb9.y) ? u_xlat4.xyz : u_xlat5.xyz;
					        u_xlat0.xyz = u_xlat0.xxx * u_xlat0.yyy + (-u_xlat4.xyz);
					        u_xlat0.xyz = u_xlat3.xxx * u_xlat0.xyz + u_xlat4.xyz;
					        u_xlat1.xyz = (u_xlatb9.z) ? u_xlat4.xyz : u_xlat0.xyz;
					    } else {
					        u_xlat1.w = 1.0;
					    }
					    u_xlatb0.xy = lessThan(abs(u_xlat8.xzxx), vec4(0.5, 0.5, 0.0, 0.0)).xy;
					    u_xlatb0.x = u_xlatb0.y && u_xlatb0.x;
					    SV_Target0 = (u_xlatb0.x) ? u_xlat1 : vec4(0.800000012, 0.800000012, 0.800000012, 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
					
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    if((int(0xFFFFFFFFu))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
		GrabPass {
			"_HirabikiVRCLensPassTex_One"
		}
		Pass {
			Tags { "DisableBatching" = "true" "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+1000" }
			ZTest Always
			GpuProgramID 125495
			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[3];
						vec4 _RenderTex_TexelSize;
						int _IsDesktopMode;
						int _IsDirectStream;
						float _PreviewPosMode;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_3;
						vec4 unity_OrthoParams;
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[5];
						mat4x4 glstate_matrix_projection;
						vec4 unused_3_2[14];
					};
					in  vec4 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					ivec4 u_xlati0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					bvec3 u_xlatb1;
					vec2 u_xlat2;
					int u_xlati2;
					bvec2 u_xlatb2;
					float u_xlat4;
					bvec2 u_xlatb4;
					void main()
					{
					    u_xlatb0.xy = equal(_ScreenParams.xyxx, vec4(1920.0, 1080.0, 0.0, 0.0)).xy;
					    u_xlatb4.xy = equal(_RenderTex_TexelSize.zwzw, _ScreenParams.xyxy).xy;
					    {
					        bvec2 hlslcc_orTemp = u_xlatb0;
					        hlslcc_orTemp.x = u_xlatb4.x || u_xlatb0.x;
					        hlslcc_orTemp.y = u_xlatb4.y || u_xlatb0.y;
					        u_xlatb0 = hlslcc_orTemp;
					    }
					    u_xlatb0.x = u_xlatb0.y && u_xlatb0.x;
					    u_xlati2 = int((_IsDesktopMode!=0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati0.x = u_xlatb0.x ? u_xlati2 : int(0);
					    u_xlati2 = ~(u_xlati2);
					    u_xlat4 = floor(_PreviewPosMode);
					    u_xlatb4.x = u_xlat4==2.0;
					    u_xlati2 = int((uint(u_xlatb4.x) * 0xffffffffu) | uint(u_xlati2));
					    u_xlati0.x = int(uint(u_xlati0.x) | uint(u_xlati2));
					    u_xlatb2.xy = notEqual(_ScreenParams.xyxx, vec4(1280.0, 720.0, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlatb2.x = u_xlatb2.x || bool(_IsDirectStream);
					    u_xlatb2.x = (int(u_xlatb2.x) * int(0xffffffffu))!=0;
					    u_xlatb4.x = 0.0500000007>=_ProjectionParams.y;
					    u_xlatb1.xyz = equal(unity_OrthoParams.wwyw, vec4(0.0, 1.0, -0.00700000022, 0.0)).xyz;
					    u_xlatb4.x = u_xlatb4.x && u_xlatb1.x;
					    u_xlati0.w = int((uint(u_xlatb1.z) * 0xffffffffu) & (uint(u_xlatb1.y) * 0xffffffffu));
					    u_xlatb2.x = u_xlatb2.x && u_xlatb4.x;
					    u_xlati0.x = u_xlatb2.x ? u_xlati0.x : int(0);
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(abs(u_xlat2.xyxx), vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0)).xy;
					    u_xlati0.y = int((uint(u_xlatb2.y) * 0xffffffffu) | (uint(u_xlatb2.x) * 0xffffffffu));
					    u_xlat0.xyw = uintBitsToFloat(uvec3(u_xlati0.xyw) & uvec3(1065353216u, 1065353216u, 1065353216u));
					    u_xlat0.x = u_xlat0.y * u_xlat0.x + u_xlat0.w;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb4.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb4.x && u_xlatb2.x;
					    u_xlat2.x = u_xlatb2.x ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat2.x * u_xlat0.x;
					    u_xlat0.y = float(1.0);
					    u_xlat0.z = float(16.0);
					    u_xlat1.xyz = u_xlat0.xxy * in_POSITION0.xyw;
					    u_xlat0.xyw = u_xlat0.zzx * u_xlat1.xyz;
					    u_xlat0.z = (-_ProjectionParams.y);
					    u_xlat0 = u_xlat0 + vec4(0.0, 0.0, -0.00100000005, 0.0);
					    u_xlat1 = u_xlat0.yyyy * glstate_matrix_projection[1];
					    u_xlat1 = glstate_matrix_projection[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = glstate_matrix_projection[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = glstate_matrix_projection[3] * u_xlat0.wwww + u_xlat1;
					    u_xlat1.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD0.xy = u_xlat1.xy / u_xlat0.ww;
					    gl_Position = u_xlat0;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						mat4x4 unity_StereoMatrixP[2];
						vec4 unused_1_1[64];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = (-_ProjectionParams.y) + -0.00100000005;
					    u_xlat0 = vec4(u_xlat2) * unity_StereoMatrixP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4];
					    u_xlat1.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD0.xy = u_xlat1.xy / u_xlat0.ww;
					    gl_Position = u_xlat0;
					    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[225];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						int _EnableDoF;
						int _IsSideBySide3D;
						vec4 unused_0_3;
						int _BlurSamples;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _HirabikiVRCLensPassTex_One;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat1;
					bvec2 u_xlatb1;
					float u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					int u_xlati8;
					float u_xlat9;
					float u_xlat15;
					int u_xlati15;
					int u_xlati16;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					bool u_xlatb23;
					float u_xlat24;
					bool u_xlatb24;
					void main()
					{
						ImmCB_0_0_0[0] = vec2(0.415199995, 0.909699976);
						ImmCB_0_0_0[1] = vec2(0.993499994, -0.113799997);
						ImmCB_0_0_0[2] = vec2(0.198799998, -0.980000019);
						ImmCB_0_0_0[3] = vec2(-0.870599985, -0.491899997);
						ImmCB_0_0_0[4] = vec2(-0.736899972, 0.675999999);
						ImmCB_0_0_0[5] = vec2(0.0910999998, 1.99790001);
						ImmCB_0_0_0[6] = vec2(1.24810004, 1.56280005);
						ImmCB_0_0_0[7] = vec2(1.92830002, 0.530700028);
						ImmCB_0_0_0[8] = vec2(1.87199998, -0.704100013);
						ImmCB_0_0_0[9] = vec2(1.1006, -1.66989994);
						ImmCB_0_0_0[10] = vec2(-0.0910999998, -1.99790001);
						ImmCB_0_0_0[11] = vec2(-1.24810004, -1.56280005);
						ImmCB_0_0_0[12] = vec2(-1.92830002, -0.530700028);
						ImmCB_0_0_0[13] = vec2(-1.87199998, 0.704100013);
						ImmCB_0_0_0[14] = vec2(-1.1006, 1.66989994);
						ImmCB_0_0_0[15] = vec2(0.0693000033, 2.99920011);
						ImmCB_0_0_0[16] = vec2(1.28320003, 2.71169996);
						ImmCB_0_0_0[17] = vec2(2.27519989, 1.95539999);
						ImmCB_0_0_0[18] = vec2(2.87380004, 0.860899985);
						ImmCB_0_0_0[19] = vec2(2.97550011, -0.382400006);
						ImmCB_0_0_0[20] = vec2(2.56270003, -1.5596);
						ImmCB_0_0_0[21] = vec2(1.70679998, -2.46709991);
						ImmCB_0_0_0[22] = vec2(0.555800021, -2.94810009);
						ImmCB_0_0_0[23] = vec2(-0.691299975, -2.91930008);
						ImmCB_0_0_0[24] = vec2(-1.81889999, -2.38569999);
						ImmCB_0_0_0[25] = vec2(-2.63199997, -1.43959999);
						ImmCB_0_0_0[26] = vec2(-2.99000001, -0.244599998);
						ImmCB_0_0_0[27] = vec2(-2.83100009, 0.992699981);
						ImmCB_0_0_0[28] = vec2(-2.18249989, 2.05830002);
						ImmCB_0_0_0[29] = vec2(-1.1566, 2.76810002);
						ImmCB_0_0_0[30] = vec2(0.57069999, 3.95910001);
						ImmCB_0_0_0[31] = vec2(1.76619995, 3.58899999);
						ImmCB_0_0_0[32] = vec2(2.7888, 2.86750007);
						ImmCB_0_0_0[33] = vec2(3.53839993, 1.86539996);
						ImmCB_0_0_0[34] = vec2(3.94169998, 0.680700004);
						ImmCB_0_0_0[35] = vec2(3.95910001, -0.57069999);
						ImmCB_0_0_0[36] = vec2(3.58899999, -1.76619995);
						ImmCB_0_0_0[37] = vec2(2.86750007, -2.7888);
						ImmCB_0_0_0[38] = vec2(1.86539996, -3.53839993);
						ImmCB_0_0_0[39] = vec2(0.680700004, -3.94169998);
						ImmCB_0_0_0[40] = vec2(-0.57069999, -3.95910001);
						ImmCB_0_0_0[41] = vec2(-1.76619995, -3.58899999);
						ImmCB_0_0_0[42] = vec2(-2.7888, -2.86750007);
						ImmCB_0_0_0[43] = vec2(-3.53839993, -1.86539996);
						ImmCB_0_0_0[44] = vec2(-3.94169998, -0.680700004);
						ImmCB_0_0_0[45] = vec2(-3.95910001, 0.57069999);
						ImmCB_0_0_0[46] = vec2(-3.58899999, 1.76619995);
						ImmCB_0_0_0[47] = vec2(-2.86750007, 2.7888);
						ImmCB_0_0_0[48] = vec2(-1.86539996, 3.53839993);
						ImmCB_0_0_0[49] = vec2(-0.680700004, 3.94169998);
						ImmCB_0_0_0[50] = vec2(0.279199988, 4.9921999);
						ImmCB_0_0_0[51] = vec2(1.51189995, 4.76590014);
						ImmCB_0_0_0[52] = vec2(2.64960003, 4.24020004);
						ImmCB_0_0_0[53] = vec2(3.62089992, 3.44810009);
						ImmCB_0_0_0[54] = vec2(4.36460018, 2.43919992);
						ImmCB_0_0_0[55] = vec2(4.83409977, 1.27719998);
						ImmCB_0_0_0[56] = vec2(4.99989986, 0.0348000005);
						ImmCB_0_0_0[57] = vec2(4.85150003, -1.20969999);
						ImmCB_0_0_0[58] = vec2(4.39820004, -2.37820005);
						ImmCB_0_0_0[59] = vec2(3.66860008, -3.3973);
						ImmCB_0_0_0[60] = vec2(2.70849991, -4.20289993);
						ImmCB_0_0_0[61] = vec2(1.57819998, -4.74440002);
						ImmCB_0_0_0[62] = vec2(0.348699987, -4.98780012);
						ImmCB_0_0_0[63] = vec2(-0.902700007, -4.91779995);
						ImmCB_0_0_0[64] = vec2(-2.09730005, -4.5388999);
						ImmCB_0_0_0[65] = vec2(-3.16020012, -3.87470007);
						ImmCB_0_0_0[66] = vec2(-4.02449989, -2.96700001);
						ImmCB_0_0_0[67] = vec2(-4.63590002, -1.87300003);
						ImmCB_0_0_0[68] = vec2(-4.95609999, -0.661199987);
						ImmCB_0_0_0[69] = vec2(-4.96479988, 0.592100024);
						ImmCB_0_0_0[70] = vec2(-4.66160011, 1.8082);
						ImmCB_0_0_0[71] = vec2(-4.06549978, 2.91070008);
						ImmCB_0_0_0[72] = vec2(-3.21390009, 3.83030009);
						ImmCB_0_0_0[73] = vec2(-2.16039991, 4.5092001);
						ImmCB_0_0_0[74] = vec2(-0.971099973, 4.90479994);
						ImmCB_0_0_0[75] = vec2(0.312700003, 5.99179983);
						ImmCB_0_0_0[76] = vec2(1.5517, 5.79589987);
						ImmCB_0_0_0[77] = vec2(2.72280002, 5.34660006);
						ImmCB_0_0_0[78] = vec2(3.77489996, 4.6637001);
						ImmCB_0_0_0[79] = vec2(4.66209984, 3.77690005);
						ImmCB_0_0_0[80] = vec2(5.34549999, 2.72510004);
						ImmCB_0_0_0[81] = vec2(5.79519987, 1.55420005);
						ImmCB_0_0_0[82] = vec2(5.99170017, 0.315299988);
						ImmCB_0_0_0[83] = vec2(5.92630005, -0.937300026);
						ImmCB_0_0_0[84] = vec2(5.6019001, -2.14899993);
						ImmCB_0_0_0[85] = vec2(5.03270006, -3.26679993);
						ImmCB_0_0_0[86] = vec2(4.24359989, -4.24170017);
						ImmCB_0_0_0[87] = vec2(3.26889992, -5.03130007);
						ImmCB_0_0_0[88] = vec2(2.15140009, -5.60099983);
						ImmCB_0_0_0[89] = vec2(0.939899981, -5.92589998);
						ImmCB_0_0_0[90] = vec2(-0.312700003, -5.99179983);
						ImmCB_0_0_0[91] = vec2(-1.5517, -5.79589987);
						ImmCB_0_0_0[92] = vec2(-2.72280002, -5.34660006);
						ImmCB_0_0_0[93] = vec2(-3.77489996, -4.6637001);
						ImmCB_0_0_0[94] = vec2(-4.66209984, -3.77690005);
						ImmCB_0_0_0[95] = vec2(-5.34549999, -2.72510004);
						ImmCB_0_0_0[96] = vec2(-5.79519987, -1.55420005);
						ImmCB_0_0_0[97] = vec2(-5.99170017, -0.315299988);
						ImmCB_0_0_0[98] = vec2(-5.92630005, 0.937300026);
						ImmCB_0_0_0[99] = vec2(-5.6019001, 2.14899993);
						ImmCB_0_0_0[100] = vec2(-5.03270006, 3.26679993);
						ImmCB_0_0_0[101] = vec2(-4.24359989, 4.24170017);
						ImmCB_0_0_0[102] = vec2(-3.26889992, 5.03130007);
						ImmCB_0_0_0[103] = vec2(-2.15140009, 5.60099983);
						ImmCB_0_0_0[104] = vec2(-0.939899981, 5.92589998);
						ImmCB_0_0_0[105] = vec2(1.02670002, 6.92430019);
						ImmCB_0_0_0[106] = vec2(2.24659991, 6.62970018);
						ImmCB_0_0_0[107] = vec2(3.39429998, 6.12200022);
						ImmCB_0_0_0[108] = vec2(4.43289995, 5.41750002);
						ImmCB_0_0_0[109] = vec2(5.329, 4.53900003);
						ImmCB_0_0_0[110] = vec2(6.05380011, 3.5144999);
						ImmCB_0_0_0[111] = vec2(6.58400011, 2.37709999);
						ImmCB_0_0_0[112] = vec2(6.90269995, 1.16320002);
						ImmCB_0_0_0[113] = vec2(6.99940014, -0.0879999995);
						ImmCB_0_0_0[114] = vec2(6.87130022, -1.33640003);
						ImmCB_0_0_0[115] = vec2(6.52220011, -2.54180002);
						ImmCB_0_0_0[116] = vec2(5.96350002, -3.66549993);
						ImmCB_0_0_0[117] = vec2(5.21320009, -4.67150021);
						ImmCB_0_0_0[118] = vec2(4.29530001, -5.52720022);
						ImmCB_0_0_0[119] = vec2(3.23930001, -6.20539999);
						ImmCB_0_0_0[120] = vec2(2.07929993, -6.68410015);
						ImmCB_0_0_0[121] = vec2(0.852400005, -6.94789982);
						ImmCB_0_0_0[122] = vec2(-0.401899993, -6.98850012);
						ImmCB_0_0_0[123] = vec2(-1.64330006, -6.80439997);
						ImmCB_0_0_0[124] = vec2(-2.83189988, -6.40159988);
						ImmCB_0_0_0[125] = vec2(-3.92939997, -5.79309988);
						ImmCB_0_0_0[126] = vec2(-4.90059996, -4.99840021);
						ImmCB_0_0_0[127] = vec2(-5.71439981, -4.04300022);
						ImmCB_0_0_0[128] = vec2(-6.34450006, -2.95770001);
						ImmCB_0_0_0[129] = vec2(-6.77059984, -1.7773);
						ImmCB_0_0_0[130] = vec2(-6.97919989, -0.539799988);
						ImmCB_0_0_0[131] = vec2(-6.96339989, 0.71509999);
						ImmCB_0_0_0[132] = vec2(-6.72380018, 1.94690001);
						ImmCB_0_0_0[133] = vec2(-6.26809978, 3.11619997);
						ImmCB_0_0_0[134] = vec2(-5.61100006, 4.18540001);
						ImmCB_0_0_0[135] = vec2(-4.77349997, 5.11999989);
						ImmCB_0_0_0[136] = vec2(-3.78250003, 5.88999987);
						ImmCB_0_0_0[137] = vec2(-2.67009997, 6.47079992);
						ImmCB_0_0_0[138] = vec2(-1.47169995, 6.84350014);
						ImmCB_0_0_0[139] = vec2(-0.226099998, 6.99630022);
						ImmCB_0_0_0[140] = vec2(0.969799995, 7.94099998);
						ImmCB_0_0_0[141] = vec2(2.20009995, 7.69150019);
						ImmCB_0_0_0[142] = vec2(3.37619996, 7.25269985);
						ImmCB_0_0_0[143] = vec2(4.46920013, 6.63520002);
						ImmCB_0_0_0[144] = vec2(5.45219994, 5.85440016);
						ImmCB_0_0_0[145] = vec2(6.30089998, 4.92939997);
						ImmCB_0_0_0[146] = vec2(6.99440002, 3.8829999);
						ImmCB_0_0_0[147] = vec2(7.5158, 2.74110007);
						ImmCB_0_0_0[148] = vec2(7.85200024, 1.5316);
						ImmCB_0_0_0[149] = vec2(7.99490023, 0.284399986);
						ImmCB_0_0_0[150] = vec2(7.94099998, -0.969799995);
						ImmCB_0_0_0[151] = vec2(7.69150019, -2.20009995);
						ImmCB_0_0_0[152] = vec2(7.25269985, -3.37619996);
						ImmCB_0_0_0[153] = vec2(6.63520002, -4.46920013);
						ImmCB_0_0_0[154] = vec2(5.85440016, -5.45219994);
						ImmCB_0_0_0[155] = vec2(4.92939997, -6.30089998);
						ImmCB_0_0_0[156] = vec2(3.8829999, -6.99440002);
						ImmCB_0_0_0[157] = vec2(2.74110007, -7.5158);
						ImmCB_0_0_0[158] = vec2(1.5316, -7.85200024);
						ImmCB_0_0_0[159] = vec2(0.284399986, -7.99490023);
						ImmCB_0_0_0[160] = vec2(-0.969799995, -7.94099998);
						ImmCB_0_0_0[161] = vec2(-2.20009995, -7.69150019);
						ImmCB_0_0_0[162] = vec2(-3.37619996, -7.25269985);
						ImmCB_0_0_0[163] = vec2(-4.46920013, -6.63520002);
						ImmCB_0_0_0[164] = vec2(-5.45219994, -5.85440016);
						ImmCB_0_0_0[165] = vec2(-6.30089998, -4.92939997);
						ImmCB_0_0_0[166] = vec2(-6.99440002, -3.8829999);
						ImmCB_0_0_0[167] = vec2(-7.5158, -2.74110007);
						ImmCB_0_0_0[168] = vec2(-7.85200024, -1.5316);
						ImmCB_0_0_0[169] = vec2(-7.99490023, -0.284399986);
						ImmCB_0_0_0[170] = vec2(-7.94099998, 0.969799995);
						ImmCB_0_0_0[171] = vec2(-7.69150019, 2.20009995);
						ImmCB_0_0_0[172] = vec2(-7.25269985, 3.37619996);
						ImmCB_0_0_0[173] = vec2(-6.63520002, 4.46920013);
						ImmCB_0_0_0[174] = vec2(-5.85440016, 5.45219994);
						ImmCB_0_0_0[175] = vec2(-4.92939997, 6.30089998);
						ImmCB_0_0_0[176] = vec2(-3.8829999, 6.99440002);
						ImmCB_0_0_0[177] = vec2(-2.74110007, 7.5158);
						ImmCB_0_0_0[178] = vec2(-1.5316, 7.85200024);
						ImmCB_0_0_0[179] = vec2(-0.284399986, 7.99490023);
						ImmCB_0_0_0[180] = vec2(0.817300022, 8.96280003);
						ImmCB_0_0_0[181] = vec2(2.05669999, 8.76179981);
						ImmCB_0_0_0[182] = vec2(3.25609994, 8.3902998);
						ImmCB_0_0_0[183] = vec2(4.39209986, 7.85550022);
						ImmCB_0_0_0[184] = vec2(5.44269991, 7.16779995);
						ImmCB_0_0_0[185] = vec2(6.38719988, 6.34060001);
						ImmCB_0_0_0[186] = vec2(7.20749998, 5.38990021);
						ImmCB_0_0_0[187] = vec2(7.88749981, 4.33440018);
						ImmCB_0_0_0[188] = vec2(8.41399956, 3.19449997);
						ImmCB_0_0_0[189] = vec2(8.77670002, 1.99240005);
						ImmCB_0_0_0[190] = vec2(8.96860027, 0.75150001);
						ImmCB_0_0_0[191] = vec2(8.98589993, -0.504000008);
						ImmCB_0_0_0[192] = vec2(8.82830048, -1.74969995);
						ImmCB_0_0_0[193] = vec2(8.49890041, -2.9612999);
						ImmCB_0_0_0[194] = vec2(8.00399971, -4.11530018);
						ImmCB_0_0_0[195] = vec2(7.35340023, -5.18919992);
						ImmCB_0_0_0[196] = vec2(6.55959988, -6.16209984);
						ImmCB_0_0_0[197] = vec2(5.63819981, -7.01499987);
						ImmCB_0_0_0[198] = vec2(4.60699987, -7.73140001);
						ImmCB_0_0_0[199] = vec2(3.48620009, -8.29740047);
						ImmCB_0_0_0[200] = vec2(2.2974999, -8.70180035);
						ImmCB_0_0_0[201] = vec2(1.06410003, -8.93690014);
						ImmCB_0_0_0[202] = vec2(-0.190099999, -8.99800014);
						ImmCB_0_0_0[203] = vec2(-1.44050002, -8.88399982);
						ImmCB_0_0_0[204] = vec2(-2.66289997, -8.59700012);
						ImmCB_0_0_0[205] = vec2(-3.83340001, -8.14280033);
						ImmCB_0_0_0[206] = vec2(-4.92939997, -7.53000021);
						ImmCB_0_0_0[207] = vec2(-5.92939997, -6.77069998);
						ImmCB_0_0_0[208] = vec2(-6.81400013, -5.87960005);
						ImmCB_0_0_0[209] = vec2(-7.56599998, -4.87400007);
						ImmCB_0_0_0[210] = vec2(-8.17070007, -3.7736001);
						ImmCB_0_0_0[211] = vec2(-8.61629963, -2.59980011);
						ImmCB_0_0_0[212] = vec2(-8.89430046, -1.37530005);
						ImmCB_0_0_0[213] = vec2(-8.99909973, -0.1241);
						ImmCB_0_0_0[214] = vec2(-8.92879963, 1.12960005);
						ImmCB_0_0_0[215] = vec2(-8.68470001, 2.36120009);
						ImmCB_0_0_0[216] = vec2(-8.27159977, 3.54690003);
						ImmCB_0_0_0[217] = vec2(-7.69750023, 4.66359997);
						ImmCB_0_0_0[218] = vec2(-6.97349977, 5.68949986);
						ImmCB_0_0_0[219] = vec2(-6.11380005, 6.60459995);
						ImmCB_0_0_0[220] = vec2(-5.13509989, 7.39120007);
						ImmCB_0_0_0[221] = vec2(-4.05649996, 8.0340004);
						ImmCB_0_0_0[222] = vec2(-2.89890003, 8.52040005);
						ImmCB_0_0_0[223] = vec2(-1.68490005, 8.84090042);
						ImmCB_0_0_0[224] = vec2(-0.43810001, 8.98929977);
					    u_xlat0 = texture(_HirabikiVRCLensPassTex_One, vs_TEXCOORD0.xy);
					    if(_EnableDoF != 0) {
					        u_xlatb1.xy = equal(_ScreenParams.xyxx, vec4(1024.0, 512.0, 0.0, 0.0)).xy;
					        u_xlatb1.x = u_xlatb1.y && u_xlatb1.x;
					        u_xlati8 = min(_BlurSamples, 225);
					        u_xlati8 = (u_xlatb1.x) ? 50 : u_xlati8;
					        u_xlat15 = vs_TEXCOORD0.x + -0.5;
					        u_xlati22 = int((0.0<u_xlat15) ? 0xFFFFFFFFu : uint(0));
					        u_xlati15 = int((u_xlat15<0.0) ? 0xFFFFFFFFu : uint(0));
					        u_xlati15 = (-u_xlati22) + u_xlati15;
					        u_xlat15 = float(u_xlati15);
					        u_xlat15 = u_xlat15 * 0.00052083336 + 0.5;
					        u_xlatb22 = 0<_IsSideBySide3D;
					        u_xlatb2 = 0.5<u_xlat15;
					        u_xlat2 = u_xlatb2 ? 1.0 : float(0.0);
					        u_xlat9 = abs(u_xlat0.w) + abs(u_xlat0.w);
					        u_xlat3.xyz = (u_xlatb1.x) ? vec3(9.75, 4.875, -4.875) : vec3(4.33333349, 2.16666675, -2.16666675);
					        u_xlat4.xyz = u_xlat0.xyz;
					        u_xlat1 = 1.0;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<u_xlati8 ; u_xlati_loop_1++)
					        {
					            u_xlat5.xy = u_xlat3.xx * ImmCB_0_0_0[u_xlati_loop_1].xy;
					            u_xlat5.yz = u_xlat5.xy * vec2(0.00052083336, 0.00092592591) + vs_TEXCOORD0.xy;
					            u_xlat23 = min(u_xlat15, u_xlat5.y);
					            u_xlat24 = max(u_xlat15, u_xlat5.y);
					            u_xlat24 = (-u_xlat23) + u_xlat24;
					            u_xlat23 = u_xlat2 * u_xlat24 + u_xlat23;
					            u_xlat5.x = (u_xlatb22) ? u_xlat23 : u_xlat5.y;
					            u_xlat5 = texture(_HirabikiVRCLensPassTex_One, u_xlat5.xz);
					            u_xlat23 = min(u_xlat9, abs(u_xlat5.w));
					            u_xlatb24 = abs(u_xlat0.w)<u_xlat5.w;
					            u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					            u_xlat23 = -abs(u_xlat5.w) + u_xlat23;
					            u_xlat23 = u_xlat24 * u_xlat23 + abs(u_xlat5.w);
					            u_xlat24 = dot(ImmCB_0_0_0[u_xlati_loop_1].xy, ImmCB_0_0_0[u_xlati_loop_1].xy);
					            u_xlat24 = sqrt(u_xlat24);
					            u_xlat6.xy = vec2(u_xlat24) * u_xlat3.xx + u_xlat3.zy;
					            u_xlat24 = max(u_xlat6.x, 0.0);
					            u_xlat23 = u_xlat23 + (-u_xlat24);
					            u_xlat24 = (-u_xlat24) + u_xlat6.y;
					            u_xlat23 = u_xlat23 / u_xlat24;
					            u_xlat23 = clamp(u_xlat23, 0.0, 1.0);
					            u_xlat6.xyz = u_xlat4.xyz / vec3(u_xlat1);
					            u_xlat5.xyz = u_xlat5.xyz + (-u_xlat6.xyz);
					            u_xlat5.xyz = vec3(u_xlat23) * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat1 = u_xlat1 + 1.0;
					        }
					        u_xlat0.xyz = u_xlat4.xyz / vec3(u_xlat1);
					    }
					    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
					
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
		GrabPass {
			"_HirabikiVRCLensPassTexture"
		}
		Pass {
			Tags { "DisableBatching" = "true" "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+1000" }
			ZTest Always
			GpuProgramID 187486
			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[8];
						vec4 _RenderTex_TexelSize;
						int _IsDesktopMode;
						int _IsDirectStream;
						float _PreviewPosMode;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_3;
						vec4 unity_OrthoParams;
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[5];
						mat4x4 glstate_matrix_projection;
						vec4 unused_3_2[14];
					};
					in  vec4 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					ivec4 u_xlati0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					bvec3 u_xlatb1;
					vec2 u_xlat2;
					int u_xlati2;
					bvec2 u_xlatb2;
					float u_xlat4;
					bvec2 u_xlatb4;
					void main()
					{
					    u_xlatb0.xy = equal(_ScreenParams.xyxx, vec4(1920.0, 1080.0, 0.0, 0.0)).xy;
					    u_xlatb4.xy = equal(_RenderTex_TexelSize.zwzw, _ScreenParams.xyxy).xy;
					    {
					        bvec2 hlslcc_orTemp = u_xlatb0;
					        hlslcc_orTemp.x = u_xlatb4.x || u_xlatb0.x;
					        hlslcc_orTemp.y = u_xlatb4.y || u_xlatb0.y;
					        u_xlatb0 = hlslcc_orTemp;
					    }
					    u_xlatb0.x = u_xlatb0.y && u_xlatb0.x;
					    u_xlati2 = int((_IsDesktopMode!=0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati0.x = u_xlatb0.x ? u_xlati2 : int(0);
					    u_xlati2 = ~(u_xlati2);
					    u_xlat4 = floor(_PreviewPosMode);
					    u_xlatb4.x = u_xlat4==2.0;
					    u_xlati2 = int((uint(u_xlatb4.x) * 0xffffffffu) | uint(u_xlati2));
					    u_xlati0.x = int(uint(u_xlati0.x) | uint(u_xlati2));
					    u_xlatb2.xy = notEqual(_ScreenParams.xyxx, vec4(1280.0, 720.0, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlatb2.x = u_xlatb2.x || bool(_IsDirectStream);
					    u_xlatb2.x = (int(u_xlatb2.x) * int(0xffffffffu))!=0;
					    u_xlatb4.x = 0.0500000007>=_ProjectionParams.y;
					    u_xlatb1.xyz = equal(unity_OrthoParams.wwyw, vec4(0.0, 1.0, -0.00700000022, 0.0)).xyz;
					    u_xlatb4.x = u_xlatb4.x && u_xlatb1.x;
					    u_xlati0.w = int((uint(u_xlatb1.z) * 0xffffffffu) & (uint(u_xlatb1.y) * 0xffffffffu));
					    u_xlatb2.x = u_xlatb2.x && u_xlatb4.x;
					    u_xlati0.x = u_xlatb2.x ? u_xlati0.x : int(0);
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(abs(u_xlat2.xyxx), vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0)).xy;
					    u_xlati0.y = int((uint(u_xlatb2.y) * 0xffffffffu) | (uint(u_xlatb2.x) * 0xffffffffu));
					    u_xlat0.xyw = uintBitsToFloat(uvec3(u_xlati0.xyw) & uvec3(1065353216u, 1065353216u, 1065353216u));
					    u_xlat0.x = u_xlat0.y * u_xlat0.x + u_xlat0.w;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb4.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb4.x && u_xlatb2.x;
					    u_xlat2.x = u_xlatb2.x ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat2.x * u_xlat0.x;
					    u_xlat0.y = float(1.0);
					    u_xlat0.z = float(16.0);
					    u_xlat1.xyz = u_xlat0.xxy * in_POSITION0.xyw;
					    u_xlat0.xyw = u_xlat0.zzx * u_xlat1.xyz;
					    u_xlat0.z = (-_ProjectionParams.y);
					    u_xlat0 = u_xlat0 + vec4(0.0, 0.0, -0.00100000005, 0.0);
					    u_xlat1 = u_xlat0.yyyy * glstate_matrix_projection[1];
					    u_xlat1 = glstate_matrix_projection[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = glstate_matrix_projection[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = glstate_matrix_projection[3] * u_xlat0.wwww + u_xlat1;
					    u_xlat1.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD0.xy = u_xlat1.xy / u_xlat0.ww;
					    gl_Position = u_xlat0;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						mat4x4 unity_StereoMatrixP[2];
						vec4 unused_1_1[64];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = (-_ProjectionParams.y) + -0.00100000005;
					    u_xlat0 = vec4(u_xlat2) * unity_StereoMatrixP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4];
					    u_xlat1.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD0.xy = u_xlat1.xy / u_xlat0.ww;
					    gl_Position = u_xlat0;
					    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
					vec3 ImmCB_0_0_0[4];
					vec2 ImmCB_0_4_0[69];
					float ImmCB_0_4_2[69];
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						int _EnableDoF;
						int _AperturePriority;
						int _ShowOverlay;
						int _PreviewOrientation;
						float _FocusDistance;
						float _DoFStrength;
						float _ExposureValue;
						float _WhiteBalance;
						float _SensorScale;
						int _ShowFocusPeeking;
						int _ShowZebra;
						int _ShowRuleOfThirds;
						int _ShowLeveler;
						float _FocusOffsetH;
						float _FocusOffsetV;
						int _IsExternalFocus;
						int _ImageFilter;
						int _TonemapMode;
						int _SensorType;
						int _IsSideBySide3D;
						float _IsImageStabilize;
						float _ExposureMode;
						float _FocalLength;
						vec4 _RenderTex_TexelSize;
						int _IsDesktopMode;
						int _IsDirectStream;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _HirabikiVRCLensPassTexture;
					uniform  sampler2D _AuxFocusTex;
					uniform  sampler2D _AuxExpTex;
					uniform  sampler2D _RenderTex;
					uniform  sampler2D _DepthTex;
					uniform  sampler2D _NumTex;
					uniform  sampler2D _SymbolTex1;
					uniform  sampler2D _SymbolTex0;
					uniform  sampler2D _FocusTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					ivec3 u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					uint u_xlatu1;
					bvec3 u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec4 u_xlat5;
					ivec3 u_xlati5;
					uvec4 u_xlatu5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					int u_xlati6;
					bool u_xlatb6;
					vec4 u_xlat7;
					ivec4 u_xlati7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					ivec2 u_xlati8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec4 u_xlat10;
					ivec4 u_xlati10;
					bvec4 u_xlatb10;
					vec4 u_xlat11;
					int u_xlati11;
					uvec3 u_xlatu11;
					bvec4 u_xlatb11;
					vec4 u_xlat12;
					ivec4 u_xlati12;
					bvec4 u_xlatb12;
					vec4 u_xlat13;
					ivec4 u_xlati13;
					bvec4 u_xlatb13;
					vec4 u_xlat14;
					ivec4 u_xlati14;
					bvec4 u_xlatb14;
					vec4 u_xlat15;
					ivec4 u_xlati15;
					bvec4 u_xlatb15;
					vec4 u_xlat16;
					vec3 u_xlat17;
					ivec2 u_xlati17;
					vec3 u_xlat18;
					int u_xlati18;
					bvec3 u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					vec3 u_xlat21;
					bool u_xlatb21;
					vec3 u_xlat22;
					ivec3 u_xlati22;
					vec3 u_xlat23;
					bvec2 u_xlatb23;
					vec3 u_xlat24;
					bool u_xlatb24;
					float u_xlat34;
					int u_xlati34;
					bvec2 u_xlatb34;
					vec2 u_xlat35;
					int u_xlati35;
					bvec2 u_xlatb35;
					vec2 u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					vec2 u_xlat39;
					int u_xlati39;
					int u_xlati40;
					bool u_xlatb40;
					vec2 u_xlat41;
					bool u_xlatb41;
					vec2 u_xlat42;
					ivec2 u_xlati42;
					bool u_xlatb42;
					vec2 u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					vec2 u_xlat45;
					vec2 u_xlat46;
					float u_xlat51;
					int u_xlati51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					bool u_xlatb52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					int u_xlati55;
					float u_xlat56;
					bool u_xlatb56;
					float u_xlat57;
					int u_xlati57;
					bool u_xlatb57;
					float u_xlat58;
					int u_xlati58;
					bool u_xlatb58;
					int u_xlati60;
					void main()
					{
						ImmCB_0_0_0[0] = vec3(1.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec3(0.0, 1.0, 0.0);
						ImmCB_0_0_0[2] = vec3(0.0, 0.0, 1.0);
						ImmCB_0_0_0[3] = vec3(0.0, 0.0, 0.0);
						ImmCB_0_4_0[0] = vec2(-2.0, 4.0);
						ImmCB_0_4_0[1] = vec2(-1.0, 4.0);
						ImmCB_0_4_0[2] = vec2(0.0, 4.0);
						ImmCB_0_4_0[3] = vec2(1.0, 4.0);
						ImmCB_0_4_0[4] = vec2(2.0, 4.0);
						ImmCB_0_4_0[5] = vec2(-3.0, 3.0);
						ImmCB_0_4_0[6] = vec2(-2.0, 3.0);
						ImmCB_0_4_0[7] = vec2(-1.0, 3.0);
						ImmCB_0_4_0[8] = vec2(0.0, 3.0);
						ImmCB_0_4_0[9] = vec2(1.0, 3.0);
						ImmCB_0_4_0[10] = vec2(2.0, 3.0);
						ImmCB_0_4_0[11] = vec2(3.0, 3.0);
						ImmCB_0_4_0[12] = vec2(-4.0, 2.0);
						ImmCB_0_4_0[13] = vec2(-3.0, 2.0);
						ImmCB_0_4_0[14] = vec2(-2.0, 2.0);
						ImmCB_0_4_0[15] = vec2(-1.0, 2.0);
						ImmCB_0_4_0[16] = vec2(0.0, 2.0);
						ImmCB_0_4_0[17] = vec2(1.0, 2.0);
						ImmCB_0_4_0[18] = vec2(2.0, 2.0);
						ImmCB_0_4_0[19] = vec2(3.0, 2.0);
						ImmCB_0_4_0[20] = vec2(4.0, 2.0);
						ImmCB_0_4_0[21] = vec2(-4.0, 1.0);
						ImmCB_0_4_0[22] = vec2(-3.0, 1.0);
						ImmCB_0_4_0[23] = vec2(-2.0, 1.0);
						ImmCB_0_4_0[24] = vec2(-1.0, 1.0);
						ImmCB_0_4_0[25] = vec2(0.0, 1.0);
						ImmCB_0_4_0[26] = vec2(1.0, 1.0);
						ImmCB_0_4_0[27] = vec2(2.0, 1.0);
						ImmCB_0_4_0[28] = vec2(3.0, 1.0);
						ImmCB_0_4_0[29] = vec2(4.0, 1.0);
						ImmCB_0_4_0[30] = vec2(-4.0, 0.0);
						ImmCB_0_4_0[31] = vec2(-3.0, 0.0);
						ImmCB_0_4_0[32] = vec2(-2.0, 0.0);
						ImmCB_0_4_0[33] = vec2(-1.0, 0.0);
						ImmCB_0_4_0[34] = vec2(0.0, 0.0);
						ImmCB_0_4_0[35] = vec2(1.0, 0.0);
						ImmCB_0_4_0[36] = vec2(2.0, 0.0);
						ImmCB_0_4_0[37] = vec2(3.0, 0.0);
						ImmCB_0_4_0[38] = vec2(4.0, 0.0);
						ImmCB_0_4_0[39] = vec2(-4.0, -1.0);
						ImmCB_0_4_0[40] = vec2(-3.0, -1.0);
						ImmCB_0_4_0[41] = vec2(-2.0, -1.0);
						ImmCB_0_4_0[42] = vec2(-1.0, -1.0);
						ImmCB_0_4_0[43] = vec2(0.0, -1.0);
						ImmCB_0_4_0[44] = vec2(1.0, -1.0);
						ImmCB_0_4_0[45] = vec2(2.0, -1.0);
						ImmCB_0_4_0[46] = vec2(3.0, -1.0);
						ImmCB_0_4_0[47] = vec2(4.0, -1.0);
						ImmCB_0_4_0[48] = vec2(-4.0, -2.0);
						ImmCB_0_4_0[49] = vec2(-3.0, -2.0);
						ImmCB_0_4_0[50] = vec2(-2.0, -2.0);
						ImmCB_0_4_0[51] = vec2(-1.0, -2.0);
						ImmCB_0_4_0[52] = vec2(0.0, -2.0);
						ImmCB_0_4_0[53] = vec2(1.0, -2.0);
						ImmCB_0_4_0[54] = vec2(2.0, -2.0);
						ImmCB_0_4_0[55] = vec2(3.0, -2.0);
						ImmCB_0_4_0[56] = vec2(4.0, -2.0);
						ImmCB_0_4_0[57] = vec2(-3.0, -3.0);
						ImmCB_0_4_0[58] = vec2(-2.0, -3.0);
						ImmCB_0_4_0[59] = vec2(-1.0, -3.0);
						ImmCB_0_4_0[60] = vec2(0.0, -3.0);
						ImmCB_0_4_0[61] = vec2(1.0, -3.0);
						ImmCB_0_4_0[62] = vec2(2.0, -3.0);
						ImmCB_0_4_0[63] = vec2(3.0, -3.0);
						ImmCB_0_4_0[64] = vec2(-2.0, -4.0);
						ImmCB_0_4_0[65] = vec2(-1.0, -4.0);
						ImmCB_0_4_0[66] = vec2(0.0, -4.0);
						ImmCB_0_4_0[67] = vec2(1.0, -4.0);
						ImmCB_0_4_0[68] = vec2(2.0, -4.0);
						ImmCB_0_4_2[0] = 28.0;
						ImmCB_0_4_2[1] = 56.0;
						ImmCB_0_4_2[2] = 70.0;
						ImmCB_0_4_2[3] = 56.0;
						ImmCB_0_4_2[4] = 28.0;
						ImmCB_0_4_2[5] = 64.0;
						ImmCB_0_4_2[6] = 224.0;
						ImmCB_0_4_2[7] = 448.0;
						ImmCB_0_4_2[8] = 560.0;
						ImmCB_0_4_2[9] = 448.0;
						ImmCB_0_4_2[10] = 224.0;
						ImmCB_0_4_2[11] = 64.0;
						ImmCB_0_4_2[12] = 28.0;
						ImmCB_0_4_2[13] = 224.0;
						ImmCB_0_4_2[14] = 784.0;
						ImmCB_0_4_2[15] = 1568.0;
						ImmCB_0_4_2[16] = 1960.0;
						ImmCB_0_4_2[17] = 1568.0;
						ImmCB_0_4_2[18] = 784.0;
						ImmCB_0_4_2[19] = 224.0;
						ImmCB_0_4_2[20] = 28.0;
						ImmCB_0_4_2[21] = 56.0;
						ImmCB_0_4_2[22] = 448.0;
						ImmCB_0_4_2[23] = 1568.0;
						ImmCB_0_4_2[24] = 3136.0;
						ImmCB_0_4_2[25] = 3920.0;
						ImmCB_0_4_2[26] = 3136.0;
						ImmCB_0_4_2[27] = 1568.0;
						ImmCB_0_4_2[28] = 448.0;
						ImmCB_0_4_2[29] = 56.0;
						ImmCB_0_4_2[30] = 70.0;
						ImmCB_0_4_2[31] = 560.0;
						ImmCB_0_4_2[32] = 1960.0;
						ImmCB_0_4_2[33] = 3920.0;
						ImmCB_0_4_2[34] = 4900.0;
						ImmCB_0_4_2[35] = 3920.0;
						ImmCB_0_4_2[36] = 1960.0;
						ImmCB_0_4_2[37] = 560.0;
						ImmCB_0_4_2[38] = 70.0;
						ImmCB_0_4_2[39] = 56.0;
						ImmCB_0_4_2[40] = 448.0;
						ImmCB_0_4_2[41] = 1568.0;
						ImmCB_0_4_2[42] = 3136.0;
						ImmCB_0_4_2[43] = 3920.0;
						ImmCB_0_4_2[44] = 3136.0;
						ImmCB_0_4_2[45] = 1568.0;
						ImmCB_0_4_2[46] = 448.0;
						ImmCB_0_4_2[47] = 56.0;
						ImmCB_0_4_2[48] = 28.0;
						ImmCB_0_4_2[49] = 224.0;
						ImmCB_0_4_2[50] = 784.0;
						ImmCB_0_4_2[51] = 1568.0;
						ImmCB_0_4_2[52] = 1960.0;
						ImmCB_0_4_2[53] = 1568.0;
						ImmCB_0_4_2[54] = 784.0;
						ImmCB_0_4_2[55] = 224.0;
						ImmCB_0_4_2[56] = 28.0;
						ImmCB_0_4_2[57] = 64.0;
						ImmCB_0_4_2[58] = 224.0;
						ImmCB_0_4_2[59] = 448.0;
						ImmCB_0_4_2[60] = 560.0;
						ImmCB_0_4_2[61] = 448.0;
						ImmCB_0_4_2[62] = 224.0;
						ImmCB_0_4_2[63] = 64.0;
						ImmCB_0_4_2[64] = 28.0;
						ImmCB_0_4_2[65] = 56.0;
						ImmCB_0_4_2[66] = 70.0;
						ImmCB_0_4_2[67] = 56.0;
						ImmCB_0_4_2[68] = 28.0;
					    u_xlati0.xyz = ivec3(uvec3(notEqual(ivec4(_ShowOverlay, _EnableDoF, _AperturePriority, _ShowOverlay), ivec4(0, 0, 0, 0)).xyz) * 0xFFFFFFFFu);
					    u_xlatb1.xy = equal(_ScreenParams.xyxx, vec4(1024.0, 512.0, 0.0, 0.0)).xy;
					    u_xlatb51 = u_xlatb1.y && u_xlatb1.x;
					    u_xlati0.x = u_xlatb51 ? u_xlati0.x : int(0);
					    u_xlati51 = int((0<_IsSideBySide3D) ? 0xFFFFFFFFu : uint(0));
					    u_xlati1 = int(uint(u_xlati51) & uint(u_xlati0.x));
					    u_xlat1.yzw = vs_TEXCOORD0.xxy + vec3(-0.25, -0.5, -0.5);
					    u_xlat2.x = fract(u_xlat1.y);
					    u_xlat2.yw = vs_TEXCOORD0.yy;
					    u_xlat2.xy = (int(u_xlati1) != 0) ? u_xlat2.xy : vs_TEXCOORD0.xy;
					    u_xlat18.x = (u_xlati1 != 0) ? u_xlat1.y : vs_TEXCOORD0.x;
					    u_xlat3.xyz = (int(u_xlati51) != 0) ? vec3(2.0, -0.5, 0.5) : vec3(1.0, -0.0, 1.0);
					    u_xlat54 = u_xlat3.x * vs_TEXCOORD0.x;
					    u_xlat2.z = vs_TEXCOORD0.x * u_xlat3.x + u_xlat3.y;
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat3.x = fract(u_xlat54);
					    u_xlat3.y = vs_TEXCOORD0.y;
					    u_xlat36.xy = (u_xlati0.x != 0) ? u_xlat2.zw : u_xlat3.xy;
					    u_xlat4 = texture(_HirabikiVRCLensPassTexture, u_xlat2.xy);
					    u_xlat5 = texture(_AuxFocusTex, vec2(0.0, 0.0));
					    u_xlat3.xy = u_xlat5.xy + vec2(0.5, 0.5);
					    u_xlat5.xy = vec2(_FocusOffsetV, _FocusOffsetH) * vec2(1.0, -1.0);
					    u_xlat5.xy = (int(_PreviewOrientation) != 0) ? u_xlat5.xy : vec2(_FocusOffsetH, _FocusOffsetV);
					    u_xlat5.xy = u_xlat5.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
					    u_xlat3.xy = (_IsDesktopMode != 0) ? u_xlat5.xy : u_xlat3.xy;
					    u_xlat54 = (-_FocalLength) * 0.0199999996 + 1.0;
					    u_xlat54 = (_AperturePriority != 0) ? u_xlat54 : 0.0;
					    u_xlat54 = _FocalLength * 0.0199999996 + u_xlat54;
					    u_xlat54 = u_xlat54 * _DoFStrength;
					    u_xlatb5.xy = notEqual(_ScreenParams.xyxx, vec4(1024.0, 512.0, 0.0, 0.0)).xy;
					    u_xlatb5.x = u_xlatb5.y || u_xlatb5.x;
					    u_xlati5.x = u_xlatb5.x ? u_xlati0.y : int(0);
					    if(u_xlati5.x != 0) {
					        u_xlatb5.xy = notEqual(_RenderTex_TexelSize.zwzz, vec4(1920.0, 1080.0, 0.0, 0.0)).xy;
					        u_xlati5.x = int((uint(u_xlatb5.y) * 0xffffffffu) | (uint(u_xlatb5.x) * 0xffffffffu));
					        u_xlat22.x = u_xlat2.x + -0.5;
					        u_xlati39 = int((0.0<u_xlat22.x) ? 0xFFFFFFFFu : uint(0));
					        u_xlati22.x = int((u_xlat22.x<0.0) ? 0xFFFFFFFFu : uint(0));
					        u_xlati22.x = (-u_xlati39) + u_xlati22.x;
					        u_xlat22.x = float(u_xlati22.x);
					        u_xlat22.x = u_xlat22.x * 0.00052083336 + 0.5;
					        u_xlati5.z = int((0.5<u_xlat22.x) ? 0xFFFFFFFFu : uint(0));
					        u_xlat5.xz = uintBitsToFloat(uvec2(u_xlati5.xz) & uvec2(1048576000u, 1065353216u));
					        u_xlat56 = abs(u_xlat4.w) + abs(u_xlat4.w);
					        u_xlat6.xyz = u_xlat4.xyz;
					        u_xlat57 = 1.0;
					        for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<69 ; u_xlati_loop_1++)
					        {
					            u_xlat24.xy = u_xlat5.xx + ImmCB_0_4_0[u_xlati_loop_1].xy;
					            u_xlat8.yz = u_xlat24.xy * vec2(0.00052083336, 0.00092592591) + u_xlat2.xy;
					            u_xlat24.x = min(u_xlat22.x, u_xlat8.y);
					            u_xlat41.x = max(u_xlat22.x, u_xlat8.y);
					            u_xlat41.x = (-u_xlat24.x) + u_xlat41.x;
					            u_xlat24.x = u_xlat5.z * u_xlat41.x + u_xlat24.x;
					            u_xlat8.x = (u_xlati51 != 0) ? u_xlat24.x : u_xlat8.y;
					            u_xlat8 = texture(_HirabikiVRCLensPassTexture, u_xlat8.xz);
					            u_xlat24.x = min(u_xlat56, abs(u_xlat8.w));
					            u_xlatb41 = abs(u_xlat4.w)<u_xlat8.w;
					            u_xlat41.x = u_xlatb41 ? 1.0 : float(0.0);
					            u_xlat24.x = -abs(u_xlat8.w) + u_xlat24.x;
					            u_xlat24.x = u_xlat41.x * u_xlat24.x + abs(u_xlat8.w);
					            u_xlat41.x = dot(ImmCB_0_4_0[u_xlati_loop_1].xy, ImmCB_0_4_0[u_xlati_loop_1].xy);
					            u_xlat41.x = sqrt(u_xlat41.x);
					            u_xlat41.x = u_xlat41.x + -0.25;
					            u_xlat24.x = (-u_xlat41.x) + u_xlat24.x;
					            u_xlat24.x = u_xlat24.x + u_xlat24.x;
					            u_xlat24.x = clamp(u_xlat24.x, 0.0, 1.0);
					            u_xlat41.x = 0.0625 * ImmCB_0_4_2[u_xlati_loop_1];
					            u_xlat9.xyz = u_xlat6.xyz / vec3(u_xlat57);
					            u_xlat8.xyz = u_xlat8.xyz + (-u_xlat9.xyz);
					            u_xlat8.xyz = u_xlat24.xxx * u_xlat8.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat41.xxx * u_xlat8.xyz + u_xlat6.xyz;
					            u_xlat57 = ImmCB_0_4_2[u_xlati_loop_1] * 0.0625 + u_xlat57;
					        }
					        u_xlat5.xyz = u_xlat6.xyz * vec3(0.000244334486, 0.000244334486, 0.000244334486);
					    } else {
					        u_xlat5.xyz = u_xlat4.xyz;
					    }
					    u_xlat6 = textureLod(_AuxExpTex, vec2(0.75, 0.25), 0.0);
					    u_xlatb56 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_ExposureMode);
					    u_xlat7 = textureLod(_AuxExpTex, vec2(0.25, 0.25), 0.0);
					    u_xlat6.x = (u_xlatb56) ? u_xlat7.y : 1.0;
					    u_xlat57 = (_TonemapMode != 0) ? 1.0 : 1.25;
					    u_xlat7.x = (-u_xlat6.x) + u_xlat57;
					    u_xlat7.x = -abs(u_xlat7.x) + 0.25;
					    u_xlat7.x = max(u_xlat7.x, 0.0);
					    u_xlat7.x = u_xlat7.x * 4.0;
					    u_xlat6.x = min(u_xlat6.x, u_xlat57);
					    u_xlat57 = u_xlat7.x * u_xlat7.x;
					    u_xlat6.x = (-u_xlat57) * 0.0625 + u_xlat6.x;
					    u_xlat56 = (u_xlatb56) ? u_xlat6.x : 1.0;
					    u_xlat6.x = exp2((-_ExposureValue));
					    u_xlat56 = u_xlat56 * u_xlat6.x;
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat56);
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(9.99999975e-06, 9.99999975e-06, 9.99999975e-06));
					    u_xlat6.x = (-_WhiteBalance) + 1.0;
					    u_xlat6.x = u_xlat6.x * 0.5;
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat57 = u_xlat6.x * -2.0 + 3.0;
					    u_xlat6.x = u_xlat6.x * u_xlat6.x;
					    u_xlat6.x = dot(vec2(u_xlat57), u_xlat6.xx);
					    u_xlat6.x = u_xlat6.x + -1.0;
					    u_xlat6.x = u_xlat6.x + _WhiteBalance;
					    u_xlat6.x = u_xlat6.x * 0.850000024 + (-_WhiteBalance);
					    u_xlatb57 = u_xlat6.x<0.0;
					    u_xlat7.x = sqrt((-u_xlat6.x));
					    u_xlat7.x = u_xlat6.x * u_xlat7.x;
					    u_xlat7.y = u_xlat7.x * 0.699999988 + 1.0;
					    u_xlat7.z = u_xlat6.x * 0.899999976 + 1.0;
					    u_xlat8.x = (-u_xlat6.x) * 0.850000024 + 1.0;
					    u_xlat58 = log2(u_xlat6.x);
					    u_xlat58 = u_xlat58 * 1.25;
					    u_xlat58 = exp2(u_xlat58);
					    u_xlat8.y = (-u_xlat58) * 0.675000012 + 1.0;
					    u_xlat7.x = 1.0;
					    u_xlat8.z = 1.0;
					    u_xlat7.xyz = (bool(u_xlatb57)) ? u_xlat7.xyz : u_xlat8.xyz;
					    u_xlat57 = u_xlat6.x * u_xlat6.x;
					    u_xlat6.x = u_xlat6.x * u_xlat6.x + 1.0;
					    u_xlat6.x = u_xlat57 * 0.600000024 + u_xlat6.x;
					    u_xlat7.xyz = u_xlat6.xxx * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat5.xyz * u_xlat7.xyz;
					    u_xlatb9 = notEqual(ivec4(_TonemapMode, _TonemapMode, _TonemapMode, _ImageFilter), ivec4(1, 2, 3, 2));
					    u_xlat10.w = dot(u_xlat8.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat6.x = u_xlat10.w + -1.0;
					    u_xlat6.x = u_xlat6.x * 0.125;
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat57 = u_xlat6.x * -2.0 + 3.0;
					    u_xlat6.x = u_xlat6.x * u_xlat6.x;
					    u_xlat6.x = u_xlat6.x * u_xlat57;
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat7.xyz + u_xlat10.www;
					    u_xlat10.xyz = u_xlat6.xxx * u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat7 = u_xlat10 * vec4(2.50999999, 2.50999999, 2.50999999, 2.50999999) + vec4(0.0299999993, 0.0299999993, 0.0299999993, 0.0299999993);
					    u_xlat7 = u_xlat7 * u_xlat10;
					    u_xlat11 = u_xlat10 * vec4(2.43000007, 2.43000007, 2.43000007, 2.43000007) + vec4(0.589999974, 0.589999974, 0.589999974, 0.589999974);
					    u_xlat11 = u_xlat10 * u_xlat11 + vec4(0.140000001, 0.140000001, 0.140000001, 0.140000001);
					    u_xlat7 = u_xlat7 / u_xlat11;
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat5.x = u_xlat7.w / u_xlat10.w;
					    u_xlat5.xyz = u_xlat10.xyz * u_xlat5.xxx + (-u_xlat7.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat5.xyz = (u_xlatb9.x) ? u_xlat8.xyz : u_xlat5.xyz;
					    u_xlat6.x = u_xlat5.y + u_xlat5.x;
					    u_xlat6.x = u_xlat5.z + u_xlat6.x;
					    u_xlat7.xy = u_xlat6.xx * vec2(0.333333343, 1.33333337);
					    u_xlatb57 = 0.75>=u_xlat6.x;
					    u_xlat41.x = sqrt(u_xlat7.y);
					    u_xlat41.x = u_xlat41.x * 0.5;
					    u_xlat58 = u_xlat6.x * 1.33333337 + -0.284668922;
					    u_xlat58 = log2(u_xlat58);
					    u_xlat58 = u_xlat58 * 0.123957433 + 0.559910715;
					    u_xlat57 = (u_xlatb57) ? u_xlat41.x : u_xlat58;
					    u_xlat57 = u_xlat57 * u_xlat57;
					    u_xlat57 = u_xlat57 * 4.0;
					    u_xlat57 = u_xlat57 / u_xlat7.y;
					    u_xlat24.xyz = (-u_xlat6.xxx) * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat5.xyz;
					    u_xlat7.xyz = vec3(u_xlat57) * u_xlat24.xyz + u_xlat7.xxx;
					    u_xlat7.xyz = vec3(u_xlat57) * u_xlat7.xyz;
					    u_xlat5.xyz = (u_xlatb9.y) ? u_xlat5.xyz : u_xlat7.xyz;
					    u_xlat7.w = dot(u_xlat5.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat6.x = u_xlat7.w + -1.0;
					    u_xlat6.x = u_xlat6.x * 0.125;
					    u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
					    u_xlat57 = u_xlat6.x * -2.0 + 3.0;
					    u_xlat6.x = u_xlat6.x * u_xlat6.x;
					    u_xlat6.x = u_xlat6.x * u_xlat57;
					    u_xlat8.xyz = (-u_xlat5.xyz) + u_xlat7.www;
					    u_xlat7.xyz = u_xlat6.xxx * u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat8 = u_xlat7 * vec4(0.111111112, 0.111111112, 0.111111112, 0.111111112) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat10 = u_xlat7 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = u_xlat8 / u_xlat10;
					    u_xlat8.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.www + (-u_xlat8.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat8.xyz;
					    u_xlat5.xyz = (u_xlatb9.z) ? u_xlat5.xyz : u_xlat7.xyz;
					    u_xlat6.xw = u_xlat36.xy * vec2(1.60000002, 1.60000002) + vec2(-0.800000012, -0.800000012);
					    u_xlat6.xw = u_xlat6.xw * vec2(1.0, 0.666666687);
					    u_xlat6.x = dot(u_xlat6.xw, u_xlat6.xw);
					    u_xlat57 = sqrt(u_xlat6.x);
					    u_xlat6.x = u_xlat6.x * u_xlat57;
					    u_xlat7.xyz = u_xlat6.xxx * vec3(1.16666663, 0.5, 1.0) + u_xlat5.xyz;
					    u_xlat5.xyz = (u_xlatb9.w) ? u_xlat5.xyz : u_xlat7.xyz;
					    u_xlatb6 = _IsSideBySide3D<0;
					    u_xlatb7.xy = equal(ivec4(_IsSideBySide3D), ivec4(int(0xFFFFFFFFu), int(0xFFFFFFFEu), 0, 0)).xy;
					    u_xlat7.y = u_xlatb7.x ? float(1.0) : 0.0;
					    u_xlat7.z = u_xlatb7.y ? float(1.0) : 0.0;
					;
					    u_xlat8 = texture(_RenderTex, u_xlat2.xy).wxyz;
					    u_xlat8.x = u_xlat8.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat9 = texture(_DepthTex, u_xlat2.xy);
					    u_xlat57 = u_xlat9.x * 256.0;
					    u_xlat57 = min(u_xlat57, 1.0);
					    u_xlat57 = max(u_xlat57, u_xlat8.x);
					    u_xlat7.x = 0.0;
					    u_xlat8.xyz = u_xlat5.xyz + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat57) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat5.xyz = (bool(u_xlatb6)) ? u_xlat7.xyz : u_xlat5.xyz;
					    u_xlati6 = int(uint(u_xlati0.y) & uint(u_xlati0.x));
					    u_xlatb7.xy = notEqual(ivec4(_ShowFocusPeeking, _ShowZebra, _ShowFocusPeeking, _ShowFocusPeeking), ivec4(0, 0, 0, 0)).xy;
					    u_xlatb57 = _FocusDistance>=0.500100017;
					    u_xlatb41 = u_xlatb57 || u_xlatb7.x;
					    u_xlatb57 = u_xlatb57 && u_xlatb7.x;
					    u_xlati57 = ~((int(u_xlatb57) * int(0xffffffffu)));
					    u_xlati57 = u_xlatb41 ? u_xlati57 : int(0);
					    u_xlati57 = int(uint(u_xlati57) & uint(u_xlati6));
					    u_xlat55 = abs(u_xlat4.w) + -1.5;
					    u_xlat55 = u_xlat55 * -2.0;
					    u_xlat55 = clamp(u_xlat55, 0.0, 1.0);
					    u_xlat7.x = u_xlat55 * -2.0 + 3.0;
					    u_xlat55 = u_xlat55 * u_xlat55;
					    u_xlat55 = u_xlat55 * u_xlat7.x;
					    u_xlat55 = u_xlat55 * 10.0;
					    u_xlat8 = vec4(-1.0, -1.0, 1.0, -1.0) / _ScreenParams.xyxy;
					    u_xlat8 = u_xlat2.xyxy + u_xlat8;
					    u_xlat9 = texture(_HirabikiVRCLensPassTexture, u_xlat8.xy);
					    u_xlat8 = texture(_HirabikiVRCLensPassTexture, u_xlat8.zw);
					    u_xlat7.xz = vec2(-1.0, 1.0) / _ScreenParams.xy;
					    u_xlat7.xz = u_xlat2.xy + u_xlat7.xz;
					    u_xlat10 = texture(_HirabikiVRCLensPassTexture, u_xlat7.xz);
					    u_xlat7.xz = vec2(1.0, 1.0) / _ScreenParams.xy;
					    u_xlat2.xy = u_xlat2.xy + u_xlat7.xz;
					    u_xlat11 = texture(_HirabikiVRCLensPassTexture, u_xlat2.xy);
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4.xyz = sqrt(u_xlat4.xyz);
					    u_xlat7.xzw = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xzw = sqrt(u_xlat7.xzw);
					    u_xlat7.xzw = u_xlat4.xyz + (-u_xlat7.xzw);
					    u_xlat2.x = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat7.xzw = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xzw = sqrt(u_xlat7.xzw);
					    u_xlat7.xzw = u_xlat4.xyz + (-u_xlat7.xzw);
					    u_xlat2.y = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat2.xy = sqrt(u_xlat2.xy);
					    u_xlat7.xzw = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xzw = sqrt(u_xlat7.xzw);
					    u_xlat7.xzw = u_xlat4.xyz + (-u_xlat7.xzw);
					    u_xlat7.x = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat7.x = sqrt(u_xlat7.x);
					    u_xlat8.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = sqrt(u_xlat8.xyz);
					    u_xlat4.xyz = u_xlat4.xyz + (-u_xlat8.xyz);
					    u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat4.x = sqrt(u_xlat4.x);
					    u_xlat2.x = max(u_xlat2.y, u_xlat2.x);
					    u_xlat19 = max(u_xlat4.x, u_xlat7.x);
					    u_xlat2.x = max(u_xlat19, u_xlat2.x);
					    u_xlat19 = inversesqrt(u_xlat56);
					    u_xlat2.x = u_xlat2.x * u_xlat19 + -0.0199999996;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat55 * u_xlat2.x;
					    u_xlat4.xyz = (-u_xlat5.xyz) + vec3(1.0, 0.0, 0.0);
					    u_xlat4.xyz = u_xlat2.xxx * u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat4.xyz = (int(u_xlati57) != 0) ? u_xlat4.xyz : u_xlat5.xyz;
					    u_xlat2.x = vs_TEXCOORD0.x + vs_TEXCOORD0.y;
					    u_xlat19 = _Time.y * 0.666666687;
					    u_xlat2.x = _Time.y * 0.200000003 + u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * 201.061935;
					    u_xlat2.x = cos(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x + u_xlat2.x;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlati55 = u_xlatb7.y ? u_xlati0.x : int(0);
					    u_xlat5.xyz = min(u_xlat4.xyz, vec3(1.5, 1.5, 1.5));
					    u_xlat5.x = u_xlat5.y + u_xlat5.x;
					    u_xlat5.x = u_xlat5.z + u_xlat5.x;
					    u_xlatb5.x = u_xlat5.x>=3.0;
					    u_xlat5.x = u_xlatb5.x ? 1.0 : float(0.0);
					    u_xlat2.x = u_xlat2.x * u_xlat5.x;
					    u_xlat5.xyz = u_xlat2.xxx * (-u_xlat4.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = (int(u_xlati55) != 0) ? u_xlat5.xyz : u_xlat4.xyz;
					    u_xlatb5.xy = notEqual(ivec4(_ShowRuleOfThirds, _ShowLeveler, _ShowRuleOfThirds, _ShowRuleOfThirds), ivec4(0, 0, 0, 0)).xy;
					    u_xlati5.xy = ivec2((uvec2(u_xlatb5.xy) * 0xFFFFFFFFu) & uvec2(u_xlati0.xx));
					    u_xlat2.xz = u_xlat36.xy + vec2(-0.5, -0.5);
					    u_xlat2.xz = abs(u_xlat2.xz) + vec2(-0.166666672, -0.166666672);
					    u_xlat2.x = abs(u_xlat2.x) * 1.77777779;
					    u_xlat2.x = u_xlat3.z * u_xlat2.x;
					    u_xlat2.x = min(abs(u_xlat2.z), u_xlat2.x);
					    u_xlat36.x = u_xlat2.x * 300.0;
					    u_xlat36.x = min(u_xlat36.x, 1.0);
					    u_xlat53 = u_xlat36.x * -2.0 + 3.0;
					    u_xlat36.x = u_xlat36.x * u_xlat36.x;
					    u_xlat36.x = (-u_xlat53) * u_xlat36.x + 1.0;
					    u_xlat2.x = u_xlat2.x * 100.0 + -0.333333343;
					    u_xlat2.x = u_xlat2.x * 1.50000012;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat53 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * u_xlat53;
					    u_xlat7.xyz = (-u_xlat36.xxx) + u_xlat4.xyz;
					    u_xlat2.xzw = u_xlat2.xxx * u_xlat7.xyz + u_xlat36.xxx;
					    u_xlat2.xzw = (u_xlati5.x != 0) ? u_xlat2.xzw : u_xlat4.xyz;
					    u_xlat18.x = u_xlat18.x + -0.25;
					    u_xlatb18.x = abs(u_xlat18.x)<0.25;
					    u_xlat37 = u_xlatb18.x ? 1.0 : float(0.0);
					    u_xlat18.x = (u_xlatb18.x) ? 0.0 : 0.0500000007;
					    u_xlat18.x = u_xlat18.x + u_xlat37;
					    u_xlat1.x = (u_xlati1 != 0) ? u_xlat18.x : 1.0;
					    u_xlat2.xzw = u_xlat1.xxx * u_xlat2.xzw;
					    u_xlat1.x = u_xlat1.z * 1.77777779;
					    u_xlat4.x = sin(u_xlat6.z);
					    u_xlat5.x = cos(u_xlat6.z);
					    u_xlat7.x = sin((-u_xlat6.z));
					    u_xlat18.x = vs_TEXCOORD0.x * 1.33333337;
					    u_xlat21.xyz = vs_TEXCOORD0.xyx * vec3(1.77777779, 1.0, 1.33333337) + vec3(-0.888888896, -0.5, -0.333333343);
					    u_xlat7.y = u_xlat5.x;
					    u_xlat8.x = dot(u_xlat21.yx, u_xlat7.xy);
					    u_xlat7.z = u_xlat4.x;
					    u_xlat8.y = dot(u_xlat21.yx, u_xlat7.yz);
					    u_xlat37 = dot(u_xlat21.xy, u_xlat21.xy);
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat7 = vec4(u_xlat37) + vec4(-0.319000006, -0.248999998, -0.229000002, -0.273999989);
					    u_xlat7 = u_xlat7 * vec4(499.998993, 500.002716, 499.998993, 499.998993);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat9 = u_xlat7 * vec4(-2.0, -2.0, -2.0, -2.0) + vec4(3.0, 3.0, 3.0, 3.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat5.xz = u_xlat7.yw * u_xlat9.yw;
					    u_xlat7.xyz = (-u_xlat9.xyz) * u_xlat7.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat9 = vec4(u_xlat37) + vec4(-0.289000005, -0.298999995, -0.308999985, -0.25);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(499.998993, 499.998993, 499.998993);
					    u_xlat9.xyz = clamp(u_xlat9.xyz, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat9.xyz * vec3(-2.0, -2.0, -2.0) + vec3(3.0, 3.0, 3.0);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat10.yzw = u_xlat9.xyz * u_xlat10.xyz;
					    u_xlat10.x = u_xlat5.z;
					    u_xlat10 = (-u_xlat10) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat37 = abs(u_xlat9.w) + -0.00400000019;
					    u_xlat37 = u_xlat37 * -249.999985;
					    u_xlat37 = max(u_xlat37, 0.0);
					    u_xlat4.x = u_xlat37 * -2.0 + 3.0;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat37 = u_xlat37 * u_xlat4.x;
					    u_xlat4.x = u_xlat5.x * u_xlat7.x;
					    u_xlat4.x = u_xlat4.x * 0.800000012;
					    u_xlat1.xw = abs(u_xlat1.xw) + vec2(-0.00800000038, -0.00800000038);
					    u_xlat1.xw = u_xlat1.xw * vec2(-249.999985, -249.999985);
					    u_xlat1.xw = clamp(u_xlat1.xw, 0.0, 1.0);
					    u_xlat39.x = u_xlat1.w * -2.0 + 3.0;
					    u_xlat52 = u_xlat1.w * u_xlat1.w;
					    u_xlat1.w = u_xlat52 * u_xlat39.x;
					    u_xlat39.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat39.x;
					    u_xlat1.xw = u_xlat10.ww * u_xlat1.xw;
					    u_xlat1.xw = u_xlat5.xx * u_xlat1.xw;
					    u_xlat39.xy = abs(u_xlat8.yx) + vec2(-0.00800000038, -0.0700000003);
					    u_xlat39.xy = u_xlat39.xy * vec2(-249.999985, 249.999985);
					    u_xlat39.xy = clamp(u_xlat39.xy, 0.0, 1.0);
					    u_xlat42.xy = u_xlat39.xy * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					    u_xlat39.xy = u_xlat39.xy * u_xlat39.xy;
					    u_xlat39.xy = u_xlat39.xy * u_xlat42.xy;
					    u_xlat57 = u_xlat5.x * u_xlat39.x;
					    u_xlat57 = u_xlat7.x * u_xlat57;
					    u_xlat39.x = u_xlat39.y * u_xlat39.x;
					    u_xlat39.x = u_xlat7.z * u_xlat39.x;
					    u_xlat7.xzw = u_xlat4.xxx * (-u_xlat2.xzw) + u_xlat2.xzw;
					    u_xlat9.xyz = (-u_xlat7.xzw) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xzw = vec3(u_xlat37) * u_xlat9.xyz + u_xlat7.xzw;
					    u_xlat9.xyz = (-u_xlat7.xzw) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xzw = u_xlat1.www * u_xlat9.xyz + u_xlat7.xzw;
					    u_xlat9.xyz = (-u_xlat7.xzw) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xzw = u_xlat1.xxx * u_xlat9.xyz + u_xlat7.xzw;
					    u_xlat9.xyz = u_xlat7.xzw;
					    for(uint u_xlatu_loop_2 = 1u ; u_xlatu_loop_2<36u ; u_xlatu_loop_2++)
					    {
					        u_xlat52 = float(int(u_xlatu_loop_2));
					        u_xlat52 = u_xlat52 * 0.0872664601;
					        u_xlat11.x = sin(u_xlat52);
					        u_xlat4.x = cos(u_xlat52);
					        u_xlat11.y = u_xlat4.x;
					        u_xlat52 = dot(u_xlat21.xy, u_xlat11.xy);
					        //null = uintBitsToFloat(uvec4(u_xlatu_loop_2) / uvec4(3u, 6u, 18u, 0u));
					        u_xlatu11.xyz = uvec3(u_xlatu_loop_2) % uvec3(3u, 6u, 18u);
					        u_xlati42.x = (int(u_xlatu11.x) != 0) ? int(0) : int(1);
					        u_xlati42.y = (int(u_xlatu11.y) != 0) ? int(0) : int(1);
					        u_xlati37 = u_xlati42.y + u_xlati42.x;
					        u_xlatb4 = int(u_xlatu11.z)!=0;
					        u_xlatb56 = 6>=int(u_xlatu11.z);
					        u_xlatb42 = int(u_xlatu11.z)>=12;
					        u_xlatb56 = u_xlatb56 || u_xlatb42;
					        u_xlatb42 = int(u_xlatu11.z)==9;
					        u_xlatb56 = u_xlatb56 || u_xlatb42;
					        u_xlatb4 = u_xlatb4 && u_xlatb56;
					        u_xlat4.x = u_xlatb4 ? 1.0 : float(0.0);
					        u_xlat52 = abs(u_xlat52) + -0.00400000019;
					        u_xlat52 = u_xlat52 * -249.999985;
					        u_xlat52 = max(u_xlat52, 0.0);
					        u_xlat56 = u_xlat52 * -2.0 + 3.0;
					        u_xlat52 = u_xlat52 * u_xlat52;
					        u_xlat52 = u_xlat52 * u_xlat56;
					        u_xlat52 = u_xlat52 * u_xlat4.x;
					        u_xlat37 = dot(u_xlat10.xyz, ImmCB_0_0_0[u_xlati37].xyz);
					        u_xlat52 = u_xlat52 * u_xlat37;
					        u_xlat52 = u_xlat5.x * u_xlat52;
					        u_xlat11.xyz = (-u_xlat9.xyz) + vec3(1.0, 1.0, 1.0);
					        u_xlat9.xyz = vec3(u_xlat52) * u_xlat11.xyz + u_xlat9.xyz;
					    }
					    u_xlat4.xyz = u_xlat9.xyz;
					    u_xlatu1 = 0u;
					    while(true){
					        u_xlatb52 = 12<int(u_xlatu1);
					        if(u_xlatb52){break;}
					        u_xlatu5.xw = uvec2(u_xlatu1) + uvec2(4294967290u, 1u);
					        u_xlat52 = float(int(u_xlatu5.x));
					        u_xlat52 = u_xlat52 * 0.261799395 + (-u_xlat6.y);
					        u_xlati37 = int(u_xlatu1 & 1u);
					        u_xlati37 = (u_xlati37 != 0) ? 0 : 1;
					        //null = uintBitsToFloat(u_xlatu1 / 6u);
					        u_xlatu5.x = u_xlatu1 % 6u;
					        u_xlati7.x = (u_xlatu5.x != uint(0)) ? 0 : 1;
					        u_xlati37 = u_xlati37 + u_xlati7.x;
					        u_xlat37 = float(u_xlati37);
					        u_xlat37 = u_xlat37 * 0.0199999996 + 0.0299999993;
					        u_xlat37 = (-u_xlat37) + abs(u_xlat8.x);
					        u_xlat7.xz = vec2(u_xlat37) + vec2(0.00799999945, -0.00400000019);
					        u_xlat7.xz = u_xlat7.xz * vec2(-249.999985, -249.999985);
					        u_xlat7.xz = clamp(u_xlat7.xz, 0.0, 1.0);
					        u_xlat42.xy = u_xlat7.xz * vec2(-2.0, -2.0) + vec2(3.0, 3.0);
					        u_xlat7.xz = u_xlat7.xz * u_xlat7.xz;
					        u_xlat52 = (-u_xlat52) * 0.140000001 + u_xlat8.y;
					        u_xlat10.xy = abs(vec2(u_xlat52)) + vec2(-0.00800000038, -0.00400000019);
					        u_xlat10.xy = u_xlat10.xy * vec2(-249.999985, -249.999985);
					        u_xlat10.x = u_xlat10.x;
					        u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					        u_xlat52 = u_xlat10.x * -2.0 + 3.0;
					        u_xlat37 = u_xlat10.x * u_xlat10.x;
					        u_xlat52 = u_xlat52 * u_xlat37;
					        u_xlat37 = max(u_xlat10.y, 0.0);
					        u_xlat58 = u_xlat37 * -2.0 + 3.0;
					        u_xlat37 = u_xlat37 * u_xlat37;
					        u_xlat37 = u_xlat37 * u_xlat58;
					        u_xlat52 = (u_xlatu5.x != uint(0)) ? u_xlat37 : u_xlat52;
					        u_xlat37 = u_xlat7.z * u_xlat42.y;
					        u_xlat52 = u_xlat52 * u_xlat37;
					        u_xlat52 = u_xlat7.y * u_xlat52;
					        u_xlat7.xzw = u_xlat42.xxx * u_xlat7.xxx + (-u_xlat4.xyz);
					        u_xlat4.xyz = vec3(u_xlat52) * u_xlat7.xzw + u_xlat4.xyz;
					        u_xlatu1 = u_xlatu5.w;
					    }
					    u_xlat7.xyz = (-u_xlat4.xyz) + vec3(1.0, 0.100000001, 0.100000001);
					    u_xlat4.xyz = vec3(u_xlat57) * u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat7.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat39.xxx * u_xlat7.xyz + u_xlat4.xyz;
					    u_xlat1.xw = u_xlat6.zy * vec2(57.2957802, 57.2957802);
					    u_xlat5.xzw = u_xlat8.xyx + vec3(0.479999989, -0.0, 0.479999989);
					    u_xlat37 = u_xlat5.z * 10.0;
					    u_xlat5.xzw = u_xlat5.xzw * vec3(6.66666698, 10.0, 6.66666698) + vec3(0.0, 0.5, -0.5);
					    u_xlat23.xy = log2(abs(u_xlat1.xw));
					    u_xlat23.xy = u_xlat23.xy * vec2(0.30103001, 0.30103001);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat23.xy = u_xlat23.xy + vec2(-2.0, -2.0);
					    u_xlat23.xy = max(u_xlat23.xy, vec2(0.0, 0.0));
					    u_xlat7 = u_xlat23.xxyy + vec4(8.0, 7.0, 8.0, 7.0);
					    u_xlat42.xy = u_xlat5.xz * vec2(0.1875, 1.0);
					    u_xlat9.xy = dFdx(u_xlat42.xy);
					    u_xlat42.xy = dFdy(u_xlat42.xy);
					    u_xlat23.xy = u_xlat23.xy * vec2(-3.32192802, -3.32192802);
					    u_xlat23.xy = exp2(u_xlat23.xy);
					    u_xlat23.xy = roundEven(u_xlat23.xy);
					    u_xlat1.xw = u_xlat23.xy * abs(u_xlat1.xw) + vec2(0.5, 0.5);
					    u_xlat10 = u_xlat1.xxxx * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat10 = floor(u_xlat10);
					    u_xlat11 = u_xlat10 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb11 = greaterThanEqual(u_xlat11, (-u_xlat11));
					    u_xlat12.x = (u_xlatb11.x) ? float(10.0) : float(-10.0);
					    u_xlat12.y = (u_xlatb11.y) ? float(10.0) : float(-10.0);
					    u_xlat12.z = (u_xlatb11.z) ? float(10.0) : float(-10.0);
					    u_xlat12.w = (u_xlatb11.w) ? float(10.0) : float(-10.0);
					    u_xlat11.x = (u_xlatb11.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat11.y = (u_xlatb11.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat11.z = (u_xlatb11.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat11.w = (u_xlatb11.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat10 = u_xlat10 * u_xlat11;
					    u_xlat10 = fract(u_xlat10);
					    u_xlat10 = u_xlat10 * u_xlat12;
					    u_xlat10 = roundEven(u_xlat10);
					    u_xlat11 = u_xlat1.xxxx * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat11 = floor(u_xlat11);
					    u_xlat12 = u_xlat11 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb12 = greaterThanEqual(u_xlat12, (-u_xlat12));
					    u_xlat13.x = (u_xlatb12.x) ? float(10.0) : float(-10.0);
					    u_xlat13.y = (u_xlatb12.y) ? float(10.0) : float(-10.0);
					    u_xlat13.z = (u_xlatb12.z) ? float(10.0) : float(-10.0);
					    u_xlat13.w = (u_xlatb12.w) ? float(10.0) : float(-10.0);
					    u_xlat12.x = (u_xlatb12.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat12.y = (u_xlatb12.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat12.z = (u_xlatb12.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat12.w = (u_xlatb12.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat11 = u_xlat11 * u_xlat12;
					    u_xlat11 = fract(u_xlat11);
					    u_xlat11 = u_xlat11 * u_xlat13;
					    u_xlat11 = roundEven(u_xlat11);
					    u_xlat23.x = u_xlat5.x * 3.0 + 5.0;
					    u_xlatb40 = u_xlat7.x<u_xlat23.x;
					    u_xlat12.x = u_xlatb40 ? 0.5 : float(0.0);
					    u_xlat12.y = float(0.0);
					    u_xlat46.y = float(0.0);
					    u_xlat5.xz = u_xlat5.xz * vec2(3.0, 1.0) + u_xlat12.xy;
					    u_xlat5.xz = fract(u_xlat5.xz);
					    u_xlat23.x = u_xlat23.x + u_xlat12.x;
					    u_xlat23.x = floor(u_xlat23.x);
					    u_xlatb23.y = u_xlat23.x<u_xlat7.y;
					    u_xlatb57 = u_xlat23.x>=u_xlat7.x;
					    u_xlat24.x = u_xlatb57 ? 1.0 : float(0.0);
					    u_xlatb7.x = u_xlat7.x==u_xlat23.x;
					    u_xlatb43 = u_xlat24.x>=u_xlat23.x;
					    u_xlati43 = u_xlatb43 ? 1 : int(0);
					    u_xlatb13 = lessThan(u_xlat1.xxxx, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlati13 = ivec4((uvec4(u_xlatb13) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat14 = (bool(u_xlatb57)) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb14 = equal(u_xlat23.xxxx, u_xlat14);
					    u_xlati15 = ivec4((uvec4(u_xlatb14) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati60 = u_xlati13.y * u_xlati15.x;
					    u_xlati43 = u_xlati43 * u_xlati13.x + u_xlati60;
					    u_xlati43 = u_xlati15.y * u_xlati13.z + u_xlati43;
					    u_xlati43 = u_xlati15.z * u_xlati13.w + u_xlati43;
					    u_xlatb13 = lessThan(u_xlat1.xxxx, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati13 = ivec4((uvec4(u_xlatb13) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati1 = u_xlati15.w * u_xlati13.x + u_xlati43;
					    u_xlat15 = (bool(u_xlatb57)) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb15 = equal(u_xlat23.xxxx, u_xlat15);
					    u_xlat16.x = u_xlatb15.x ? float(1.40129846e-45) : 0.0;
					    u_xlat16.y = u_xlatb15.y ? float(1.40129846e-45) : 0.0;
					    u_xlat16.z = u_xlatb15.z ? float(1.40129846e-45) : 0.0;
					    u_xlat16.w = u_xlatb15.w ? float(1.0) : 0.0;
					;
					    u_xlati1 = floatBitsToInt(u_xlat16.x) * u_xlati13.y + u_xlati1;
					    u_xlati1 = floatBitsToInt(u_xlat16.y) * u_xlati13.z + u_xlati1;
					    u_xlati1 = floatBitsToInt(u_xlat16.z) * u_xlati13.w + u_xlati1;
					    u_xlat1.x = float(u_xlati1);
					    u_xlatb23.x = u_xlat23.x==u_xlat24.x;
					    u_xlat23.x = u_xlatb23.x ? float(1.0) : 0.0;
					    u_xlat23.y = u_xlatb23.y ? float(1.0) : 0.0;
					;
					    u_xlat13.x = u_xlatb14.x ? float(1.0) : 0.0;
					    u_xlat13.y = u_xlatb14.y ? float(1.0) : 0.0;
					    u_xlat13.z = u_xlatb14.z ? float(1.0) : 0.0;
					    u_xlat13.w = u_xlatb14.w ? float(1.0) : 0.0;
					;
					    u_xlat57 = u_xlat10.y * u_xlat13.x;
					    u_xlat23.x = u_xlat23.x * u_xlat10.x + u_xlat57;
					    u_xlat23.x = u_xlat13.y * u_xlat10.z + u_xlat23.x;
					    u_xlat23.x = u_xlat13.z * u_xlat10.w + u_xlat23.x;
					    u_xlat23.x = u_xlat13.w * u_xlat11.x + u_xlat23.x;
					    u_xlat23.x = u_xlat16.w * u_xlat11.y + u_xlat23.x;
					    u_xlat43.x = u_xlatb15.y ? float(1.0) : 0.0;
					    u_xlat43.y = u_xlatb15.z ? float(1.0) : 0.0;
					;
					    u_xlat23.x = u_xlat43.x * u_xlat11.z + u_xlat23.x;
					    u_xlat23.x = u_xlat43.y * u_xlat11.w + u_xlat23.x;
					    u_xlat46.x = (u_xlatb7.x) ? 15.0 : u_xlat23.x;
					    u_xlat5.xz = u_xlat46.xy + u_xlat5.xz;
					    u_xlat5.xz = u_xlat5.xz * vec2(0.0625, 1.0);
					    u_xlat9 = textureGrad(_NumTex, u_xlat5.xz, vec4(u_xlat9.xyxx).xy, vec4(u_xlat42.xyxx).xy);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat23.y + 1.0;
					    u_xlat1.x = u_xlat1.x * u_xlat9.w;
					    u_xlatb5.x = abs(u_xlat5.w)<0.5;
					    u_xlatb37 = abs(u_xlat37)<0.5;
					    u_xlatb37 = u_xlatb37 && u_xlatb5.x;
					    u_xlat37 = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat1.x * u_xlat37;
					    u_xlat5.xzw = (-u_xlat4.xyz) + u_xlat9.xyz;
					    u_xlat4.xyz = u_xlat1.xxx * u_xlat5.xzw + u_xlat4.xyz;
					    u_xlat8 = u_xlat8.xyxy + vec4(0.219999999, -0.0, 0.219999999, -0.0);
					    u_xlat8 = u_xlat8 * vec4(6.66666698, 10.0, 6.66666698, 10.0) + vec4(-0.0, -0.0799999982, -0.5, -0.579999983);
					    u_xlat5.xz = u_xlat8.xy * vec2(0.1875, 1.0);
					    u_xlat23.xy = dFdx(u_xlat5.xz);
					    u_xlat5.xz = dFdy(u_xlat5.xz);
					    u_xlat9 = u_xlat1.wwww * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat9 = floor(u_xlat9);
					    u_xlat10 = u_xlat9 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb10 = greaterThanEqual(u_xlat10, (-u_xlat10));
					    u_xlat11.x = (u_xlatb10.x) ? float(10.0) : float(-10.0);
					    u_xlat11.y = (u_xlatb10.y) ? float(10.0) : float(-10.0);
					    u_xlat11.z = (u_xlatb10.z) ? float(10.0) : float(-10.0);
					    u_xlat11.w = (u_xlatb10.w) ? float(10.0) : float(-10.0);
					    u_xlat10.x = (u_xlatb10.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat10.y = (u_xlatb10.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat10.z = (u_xlatb10.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat10.w = (u_xlatb10.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat9 = u_xlat9 * u_xlat10;
					    u_xlat9 = fract(u_xlat9);
					    u_xlat9 = u_xlat9 * u_xlat11;
					    u_xlat9 = roundEven(u_xlat9);
					    u_xlat10 = u_xlat1.wwww * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat10 = floor(u_xlat10);
					    u_xlat11 = u_xlat10 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlatb11 = greaterThanEqual(u_xlat11, (-u_xlat11));
					    u_xlat12.x = (u_xlatb11.x) ? float(10.0) : float(-10.0);
					    u_xlat12.y = (u_xlatb11.y) ? float(10.0) : float(-10.0);
					    u_xlat12.z = (u_xlatb11.z) ? float(10.0) : float(-10.0);
					    u_xlat12.w = (u_xlatb11.w) ? float(10.0) : float(-10.0);
					    u_xlat11.x = (u_xlatb11.x) ? float(0.100000001) : float(-0.100000001);
					    u_xlat11.y = (u_xlatb11.y) ? float(0.100000001) : float(-0.100000001);
					    u_xlat11.z = (u_xlatb11.z) ? float(0.100000001) : float(-0.100000001);
					    u_xlat11.w = (u_xlatb11.w) ? float(0.100000001) : float(-0.100000001);
					    u_xlat10 = u_xlat10 * u_xlat11;
					    u_xlat10 = fract(u_xlat10);
					    u_xlat10 = u_xlat10 * u_xlat12;
					    u_xlat10 = roundEven(u_xlat10);
					    u_xlat1.x = u_xlat8.x * 3.0 + 5.0;
					    u_xlatb37 = u_xlat7.z<u_xlat1.x;
					    u_xlat11.x = u_xlatb37 ? 0.5 : float(0.0);
					    u_xlat11.y = float(0.0);
					    u_xlat45.y = float(0.0);
					    u_xlat7.xy = u_xlat8.xy * vec2(3.0, 1.0) + u_xlat11.xy;
					    u_xlat7.xy = fract(u_xlat7.xy);
					    u_xlat1.x = u_xlat1.x + u_xlat11.x;
					    u_xlat1.x = floor(u_xlat1.x);
					    u_xlatb37 = u_xlat1.x<u_xlat7.w;
					    u_xlat37 = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlatb56 = u_xlat1.x>=u_xlat7.z;
					    u_xlat57 = u_xlatb56 ? 1.0 : float(0.0);
					    u_xlatb41 = u_xlat7.z==u_xlat1.x;
					    u_xlatb58 = u_xlat57>=u_xlat1.x;
					    u_xlati58 = u_xlatb58 ? 1 : int(0);
					    u_xlatb12 = lessThan(u_xlat1.wwww, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlati12 = ivec4((uvec4(u_xlatb12) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat13 = (bool(u_xlatb56)) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb13 = equal(u_xlat1.xxxx, u_xlat13);
					    u_xlati14 = ivec4((uvec4(u_xlatb13) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati8.x = u_xlati12.y * u_xlati14.x;
					    u_xlati58 = u_xlati58 * u_xlati12.x + u_xlati8.x;
					    u_xlati58 = u_xlati14.y * u_xlati12.z + u_xlati58;
					    u_xlati58 = u_xlati14.z * u_xlati12.w + u_xlati58;
					    u_xlatb12 = lessThan(u_xlat1.wwww, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati12 = ivec4((uvec4(u_xlatb12) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati52 = u_xlati14.w * u_xlati12.x + u_xlati58;
					    u_xlat14 = (bool(u_xlatb56)) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb14 = equal(u_xlat1.xxxx, u_xlat14);
					    u_xlat15.x = u_xlatb14.x ? float(1.40129846e-45) : 0.0;
					    u_xlat15.y = u_xlatb14.y ? float(1.40129846e-45) : 0.0;
					    u_xlat15.z = u_xlatb14.z ? float(1.40129846e-45) : 0.0;
					    u_xlat15.w = u_xlatb14.w ? float(1.0) : 0.0;
					;
					    u_xlati52 = floatBitsToInt(u_xlat15.x) * u_xlati12.y + u_xlati52;
					    u_xlati52 = floatBitsToInt(u_xlat15.y) * u_xlati12.z + u_xlati52;
					    u_xlati52 = floatBitsToInt(u_xlat15.z) * u_xlati12.w + u_xlati52;
					    u_xlat52 = float(u_xlati52);
					    u_xlatb1.x = u_xlat1.x==u_xlat57;
					    u_xlat1.x = u_xlatb1.x ? 1.0 : float(0.0);
					    u_xlat12.x = u_xlatb13.x ? float(1.0) : 0.0;
					    u_xlat12.y = u_xlatb13.y ? float(1.0) : 0.0;
					    u_xlat12.z = u_xlatb13.z ? float(1.0) : 0.0;
					    u_xlat12.w = u_xlatb13.w ? float(1.0) : 0.0;
					;
					    u_xlat56 = u_xlat9.y * u_xlat12.x;
					    u_xlat1.x = u_xlat1.x * u_xlat9.x + u_xlat56;
					    u_xlat1.x = u_xlat12.y * u_xlat9.z + u_xlat1.x;
					    u_xlat1.x = u_xlat12.z * u_xlat9.w + u_xlat1.x;
					    u_xlat1.x = u_xlat12.w * u_xlat10.x + u_xlat1.x;
					    u_xlat1.x = u_xlat15.w * u_xlat10.y + u_xlat1.x;
					    u_xlat8.x = u_xlatb14.y ? float(1.0) : 0.0;
					    u_xlat8.y = u_xlatb14.z ? float(1.0) : 0.0;
					;
					    u_xlat1.x = u_xlat8.x * u_xlat10.z + u_xlat1.x;
					    u_xlat1.x = u_xlat8.y * u_xlat10.w + u_xlat1.x;
					    u_xlat45.x = (u_xlatb41) ? 15.0 : u_xlat1.x;
					    u_xlat7.xy = u_xlat45.xy + u_xlat7.xy;
					    u_xlat7.xy = u_xlat7.xy * vec2(0.0625, 1.0);
					    u_xlat7 = textureGrad(_NumTex, u_xlat7.xy, vec4(u_xlat23.xyxx).xy, vec4(u_xlat5.xzxx).xy);
					    u_xlat1.x = (-u_xlat52) * u_xlat37 + 1.0;
					    u_xlat1.x = u_xlat1.x * u_xlat7.w;
					    u_xlatb5.xz = lessThan(abs(u_xlat8.zzwz), vec4(0.5, 0.0, 0.5, 0.0)).xz;
					    u_xlatb52 = u_xlatb5.z && u_xlatb5.x;
					    u_xlat52 = u_xlatb52 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat52 * u_xlat1.x;
					    u_xlat5.xzw = (-u_xlat4.xyz) + u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat1.xxx * u_xlat5.xzw + u_xlat4.xyz;
					    u_xlat2.xzw = (u_xlati5.y != 0) ? u_xlat4.xyz : u_xlat2.xzw;
					    u_xlat1.x = u_xlat1.z * 1.77777779 + 0.5;
					    u_xlatb5 = lessThan(vs_TEXCOORD0.yyxx, vec4(0.0625, 0.125, 0.5, 0.09375));
					    u_xlat35.x = (-_ExposureValue) * 0.09375 + u_xlat1.x;
					    u_xlat4.xy = (u_xlatb5.x) ? u_xlat35.xx : u_xlat1.xx;
					    u_xlat4.z = vs_TEXCOORD0.y;
					    u_xlat7 = texture(_SymbolTex1, u_xlat4.yz);
					    u_xlat1.xzw = u_xlat4.xyz + vec3(-0.720000029, -0.720000029, -0.125);
					    u_xlat37 = log2(abs(_FocusDistance));
					    u_xlat37 = u_xlat37 * 0.30103001;
					    u_xlat37 = floor(u_xlat37);
					    u_xlat37 = max(u_xlat37, 0.0);
					    u_xlat37 = (-u_xlat37) + 2.0;
					    u_xlat4.xy = (-vec2(u_xlat37)) + vec2(8.0, 7.0);
					    u_xlatb38 = 0.0<u_xlat37;
					    u_xlat38 = u_xlatb38 ? 0.5 : float(0.0);
					    u_xlat38 = u_xlat38 + u_xlat4.x;
					    u_xlat23.xy = u_xlat1.zw * vec2(1.25, 10.0);
					    u_xlat8.xy = dFdx(u_xlat23.xy);
					    u_xlat23.xy = dFdy(u_xlat23.xy);
					    u_xlat37 = u_xlat37 * 3.32192802;
					    u_xlat37 = exp2(u_xlat37);
					    u_xlat37 = roundEven(u_xlat37);
					    u_xlat37 = u_xlat37 * abs(_FocusDistance) + 0.5;
					    u_xlat9 = vec4(u_xlat37) * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat9 = floor(u_xlat9);
					    u_xlat9 = u_xlat9 * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001);
					    u_xlat9 = fract(u_xlat9);
					    u_xlat9 = u_xlat9 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlat9 = roundEven(u_xlat9);
					    u_xlat10 = vec4(u_xlat37) * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat10 = floor(u_xlat10);
					    u_xlat10 = u_xlat10 * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001);
					    u_xlat10 = fract(u_xlat10);
					    u_xlat10 = u_xlat10 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlat10 = roundEven(u_xlat10);
					    u_xlat1.x = u_xlat1.x * 20.0 + 5.0;
					    u_xlatb38 = u_xlat38<u_xlat1.x;
					    u_xlat11.x = u_xlatb38 ? 0.5 : float(0.0);
					    u_xlat11.y = float(0.0);
					    u_xlat45.y = float(0.0);
					    u_xlat42.xy = u_xlat1.zw * vec2(20.0, 10.0) + u_xlat11.xy;
					    u_xlat42.xy = fract(u_xlat42.xy);
					    u_xlat1.x = u_xlat1.x + u_xlat11.x;
					    u_xlat1.x = floor(u_xlat1.x);
					    u_xlatb21 = u_xlat1.x<u_xlat4.y;
					    u_xlat21.x = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlatb38 = u_xlat1.x>=u_xlat4.x;
					    u_xlat5.x = u_xlatb38 ? 1.0 : float(0.0);
					    u_xlatb4 = u_xlat4.x==u_xlat1.x;
					    u_xlatb57 = u_xlat5.x>=u_xlat1.x;
					    u_xlati57 = u_xlatb57 ? 1 : int(0);
					    u_xlatb12 = lessThan(vec4(u_xlat37), vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlati12 = ivec4((uvec4(u_xlatb12) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat13 = (bool(u_xlatb38)) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb13 = equal(u_xlat1.xxxx, u_xlat13);
					    u_xlati14 = ivec4((uvec4(u_xlatb13) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati11 = u_xlati12.y * u_xlati14.x;
					    u_xlati57 = u_xlati57 * u_xlati12.x + u_xlati11;
					    u_xlati57 = u_xlati14.y * u_xlati12.z + u_xlati57;
					    u_xlati57 = u_xlati14.z * u_xlati12.w + u_xlati57;
					    u_xlatb12 = lessThan(vec4(u_xlat37), vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati12 = ivec4((uvec4(u_xlatb12) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati37 = u_xlati14.w * u_xlati12.x + u_xlati57;
					    u_xlat14 = (bool(u_xlatb38)) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb14 = equal(u_xlat1.xxxx, u_xlat14);
					    u_xlat15.x = u_xlatb14.x ? float(1.40129846e-45) : 0.0;
					    u_xlat15.y = u_xlatb14.y ? float(1.40129846e-45) : 0.0;
					    u_xlat15.z = u_xlatb14.z ? float(1.40129846e-45) : 0.0;
					    u_xlat15.w = u_xlatb14.w ? float(1.0) : 0.0;
					;
					    u_xlati37 = floatBitsToInt(u_xlat15.x) * u_xlati12.y + u_xlati37;
					    u_xlati37 = floatBitsToInt(u_xlat15.y) * u_xlati12.z + u_xlati37;
					    u_xlati37 = floatBitsToInt(u_xlat15.z) * u_xlati12.w + u_xlati37;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb1.x = u_xlat1.x==u_xlat5.x;
					    u_xlat1.x = u_xlatb1.x ? 1.0 : float(0.0);
					    u_xlat12.x = u_xlatb13.x ? float(1.0) : 0.0;
					    u_xlat12.y = u_xlatb13.y ? float(1.0) : 0.0;
					    u_xlat12.z = u_xlatb13.z ? float(1.0) : 0.0;
					    u_xlat12.w = u_xlatb13.w ? float(1.0) : 0.0;
					;
					    u_xlat38 = u_xlat9.y * u_xlat12.x;
					    u_xlat1.x = u_xlat1.x * u_xlat9.x + u_xlat38;
					    u_xlat1.x = u_xlat12.y * u_xlat9.z + u_xlat1.x;
					    u_xlat1.x = u_xlat12.z * u_xlat9.w + u_xlat1.x;
					    u_xlat1.x = u_xlat12.w * u_xlat10.x + u_xlat1.x;
					    u_xlat1.x = u_xlat15.w * u_xlat10.y + u_xlat1.x;
					    u_xlat9.x = u_xlatb14.y ? float(1.0) : 0.0;
					    u_xlat9.y = u_xlatb14.z ? float(1.0) : 0.0;
					;
					    u_xlat1.x = u_xlat9.x * u_xlat10.z + u_xlat1.x;
					    u_xlat1.x = u_xlat9.y * u_xlat10.w + u_xlat1.x;
					    u_xlat45.x = (u_xlatb4) ? 15.0 : u_xlat1.x;
					    u_xlat4.xz = u_xlat45.xy + u_xlat42.xy;
					    u_xlat4.xz = u_xlat4.xz * vec2(0.0625, 1.0);
					    u_xlat8 = textureGrad(_NumTex, u_xlat4.xz, vec4(u_xlat8.xyxx).xy, vec4(u_xlat23.xyxx).xy);
					    u_xlatb1.x = _FocusDistance<0.0;
					    u_xlat23.xyz = (-u_xlat8.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat23.xyz = u_xlat23.xyz * u_xlat23.xyz;
					    u_xlat9.xyz = (u_xlatb1.x) ? u_xlat23.xyz : u_xlat8.xyz;
					    u_xlat1.x = (-u_xlat37) * u_xlat21.x + 1.0;
					    u_xlat9.w = u_xlat1.x * u_xlat8.w;
					    u_xlat1.xz = u_xlat1.zw * vec2(5.71428585, 10.0) + vec2(-0.5, -0.5);
					    u_xlatb1.xz = lessThan(abs(u_xlat1.xxzx), vec4(0.5, 0.0, 0.5, 0.0)).xz;
					    u_xlatb1.x = u_xlatb1.z && u_xlatb1.x;
					    u_xlat1.x = u_xlatb1.x ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat1.x * u_xlat9.w;
					    u_xlat8 = (-u_xlat7) + u_xlat9;
					    u_xlat7 = u_xlat1.xxxx * u_xlat8 + u_xlat7;
					    u_xlati1 = int((0.500100017<_FocusDistance) ? 0xFFFFFFFFu : uint(0));
					    u_xlati35 = int((uint(u_xlatb5.y) * 0xffffffffu) | uint(u_xlati1));
					    u_xlat35.x = uintBitsToFloat(floatBitsToUint(u_xlat7.w) & uint(u_xlati35));
					    u_xlat4.xyz = (-u_xlat2.xzw) + u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat35.xxx * u_xlat4.xyz + u_xlat2.xzw;
					    u_xlat4.xyz = (u_xlati0.x != 0) ? u_xlat4.xyz : u_xlat2.xzw;
					    u_xlat5.x = (u_xlatb5.z) ? u_xlat18.x : u_xlat21.z;
					    u_xlati18 = _SensorType + int(0xFFFFFFFFu);
					    u_xlatb7 = lessThan(vs_TEXCOORD0.yyyy, vec4(0.166666672, 0.333333343, 0.5, 0.666666687));
					    u_xlatb35.x = vs_TEXCOORD0.y<0.833333313;
					    u_xlati52 = _IsSideBySide3D + int(0xFFFFFFFFu);
					    u_xlati52 = u_xlatb35.x ? u_xlati52 : int(0);
					    u_xlati52 = (u_xlatb7.w) ? 0 : u_xlati52;
					    u_xlati18 = (u_xlatb7.z) ? u_xlati18 : u_xlati52;
					    u_xlat18.x = float(u_xlati18);
					    u_xlat18.x = (u_xlatb7.y) ? 0.0 : u_xlat18.x;
					    u_xlat18.x = u_xlatb5.w ? u_xlat18.x : float(0.0);
					    u_xlat52 = (-vs_TEXCOORD0.x) + 1.0;
					    u_xlatb52 = u_xlat52<0.09375;
					    u_xlati37 = (-_TonemapMode) + 1;
					    u_xlati34 = (u_xlatb35.x) ? u_xlati37 : u_xlati0.z;
					    u_xlat34 = float(u_xlati34);
					    u_xlat34 = (u_xlatb7.w) ? 0.0 : u_xlat34;
					    u_xlat34 = (u_xlatb52) ? u_xlat34 : u_xlat18.x;
					    u_xlat8.x = u_xlat34 * 0.125;
					    u_xlat8.y = float(0.0);
					    u_xlat42.y = float(0.0);
					    u_xlat5.y = vs_TEXCOORD0.y * 0.75;
					    u_xlat18.xz = u_xlat5.xy + u_xlat8.xy;
					    u_xlat9 = texture(_SymbolTex0, u_xlat18.xz);
					    u_xlatb18.xz = lessThan(u_xlat5.xxxx, vec4(0.5, 0.0, 0.125, 0.125)).xz;
					    u_xlati34 = (_EnableDoF != 0) ? 1 : 0;
					    u_xlat19 = fract(u_xlat19);
					    u_xlatb19 = u_xlat19<0.666666687;
					    u_xlati19 = u_xlatb19 ? 1 : int(0);
					    u_xlati37 = (_IsDirectStream != 0) ? 1 : 0;
					    u_xlati19 = u_xlati19 * u_xlati37;
					    u_xlati22.xyz = ivec3(uvec3(notEqual(ivec4(_SensorType, _IsExternalFocus, _TonemapMode, _TonemapMode), ivec4(0, 0, 0, 0)).xyz) * 0xFFFFFFFFu);
					    u_xlati37 = int((_WhiteBalance!=0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlat23.xy = roundEven(vec2(_ExposureMode, _IsImageStabilize));
					    u_xlati8.xy = ivec2(uvec2(notEqual(u_xlat23.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
					    u_xlati51 = (u_xlatb35.x) ? u_xlati51 : u_xlati8.x;
					    u_xlati51 = (u_xlatb7.w) ? u_xlati37 : u_xlati51;
					    u_xlati51 = (u_xlatb7.z) ? u_xlati22.x : u_xlati51;
					    u_xlati51 = int(uint(u_xlati51) & 1u);
					    u_xlati51 = (u_xlatb7.y) ? u_xlati19 : u_xlati51;
					    u_xlati34 = (u_xlatb7.x) ? u_xlati34 : u_xlati51;
					    u_xlati17.x = (u_xlatb35.x) ? u_xlati22.z : u_xlati0.y;
					    u_xlati17.x = (u_xlatb7.w) ? u_xlati8.y : u_xlati17.x;
					    u_xlati17.x = (u_xlatb7.z) ? u_xlati22.y : u_xlati17.x;
					    u_xlati17.x = (u_xlatb7.y) ? u_xlati1 : u_xlati17.x;
					    u_xlati17.x = int(uint(u_xlati17.x) | (uint(u_xlatb7.x) * 0xffffffffu));
					    u_xlati17.x = int(uint(u_xlati17.x) & 1u);
					    u_xlati17.x = (u_xlatb18.x) ? u_xlati34 : u_xlati17.x;
					    u_xlat34 = _WhiteBalance + 1.0;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat51 = u_xlat34 * -2.0 + 3.0;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = dot(vec2(u_xlat51), vec2(u_xlat34));
					    u_xlat34 = u_xlat34 + (-_WhiteBalance);
					    u_xlat34 = u_xlat34 + -1.0;
					    u_xlat34 = u_xlat34 * 0.850000024 + _WhiteBalance;
					    u_xlatb51 = u_xlat34<0.0;
					    u_xlat1.x = sqrt((-u_xlat34));
					    u_xlat1.x = u_xlat34 * u_xlat1.x;
					    u_xlat10.y = u_xlat1.x * 0.699999988 + 1.0;
					    u_xlat10.z = u_xlat34 * 0.899999976 + 1.0;
					    u_xlat11.x = (-u_xlat34) * 0.850000024 + 1.0;
					    u_xlat1.x = log2(u_xlat34);
					    u_xlat1.x = u_xlat1.x * 1.25;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat11.y = (-u_xlat1.x) * 0.675000012 + 1.0;
					    u_xlat10.x = 1.0;
					    u_xlat11.z = 1.0;
					    u_xlat22.xyz = (bool(u_xlatb51)) ? u_xlat10.xyz : u_xlat11.xyz;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat34 = u_xlat34 * u_xlat34 + 1.0;
					    u_xlat34 = u_xlat51 * 0.600000024 + u_xlat34;
					    u_xlat22.xyz = vec3(u_xlat34) * u_xlat22.xyz;
					    u_xlat22.xyz = u_xlat22.xyz * vec3(0.666666687, 0.666666687, 0.666666687);
					    u_xlatb34.xy = equal(u_xlat23.xyxy, vec4(1.0, 2.0, 1.0, 2.0)).xy;
					    u_xlat23.xyz = (u_xlatb34.x) ? vec3(1.0, 0.699999988, 0.0500000007) : vec3(1.0, 1.0, 1.0);
					    u_xlat23.xyz = (u_xlatb35.x) ? vec3(1.0, 1.0, 1.0) : u_xlat23.xyz;
					    u_xlat22.xyz = (u_xlatb7.w) ? u_xlat22.xyz : u_xlat23.xyz;
					    u_xlat22.xyz = (u_xlatb7.z) ? vec3(1.0, 1.0, 1.0) : u_xlat22.xyz;
					    u_xlat22.xyz = (u_xlatb7.y) ? vec3(0.0500000007, 1.0, 0.100000001) : u_xlat22.xyz;
					    u_xlat22.xyz = (u_xlatb7.x) ? vec3(1.0, 1.0, 1.0) : u_xlat22.xyz;
					    u_xlatb34.x = _IsExternalFocus==1;
					    u_xlat23.xyz = (u_xlatb34.x) ? vec3(1.0, 0.699999988, 0.0500000007) : vec3(1.0, 1.0, 1.0);
					    u_xlat10.xyz = (u_xlatb34.y) ? vec3(1.0, 0.699999988, 0.0500000007) : vec3(1.0, 1.0, 1.0);
					    u_xlat10.xyz = (u_xlatb7.w) ? u_xlat10.xyz : vec3(1.0, 1.0, 1.0);
					    u_xlat23.xyz = (u_xlatb7.z) ? u_xlat23.xyz : u_xlat10.xyz;
					    u_xlat23.xyz = (u_xlatb7.y) ? vec3(1.0, 1.0, 1.0) : u_xlat23.xyz;
					    u_xlat1.xyz = (u_xlatb18.x) ? u_xlat22.xyz : u_xlat23.xyz;
					    u_xlati34 = u_xlatb18.z ? 1 : int(0);
					    u_xlatb51 = u_xlat5.x>=0.875;
					    u_xlati51 = u_xlatb51 ? 1 : int(0);
					    u_xlati17.y = u_xlati51 + u_xlati34;
					    u_xlat17.xy = vec2(u_xlati17.xy);
					    u_xlat17.x = u_xlat17.y * u_xlat17.x;
					    u_xlat17.x = u_xlat17.x * u_xlat9.w;
					    u_xlat1.xyz = u_xlat9.xyz * u_xlat1.xyz + (-u_xlat4.xyz);
					    u_xlat17.xyz = u_xlat17.xxx * u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat17.xyz = (u_xlati0.x != 0) ? u_xlat17.xyz : u_xlat2.xzw;
					    u_xlat1.x = _SensorScale * _FocalLength;
					    u_xlat4 = vs_TEXCOORD0.xyxy + vec4(-0.769999981, 0.00100000005, -0.0450000018, 0.00100000005);
					    u_xlat18.x = log2(abs(u_xlat1.x));
					    u_xlat18.x = u_xlat18.x * 0.30103001;
					    u_xlat18.x = floor(u_xlat18.x);
					    u_xlat18.x = u_xlat18.x + -3.0;
					    u_xlat18.x = max(u_xlat18.x, 0.0);
					    u_xlat35.xy = u_xlat18.xx + vec2(8.0, 7.0);
					    u_xlat5.xy = u_xlat4.xy * vec2(1.75999999, 7.92000008);
					    u_xlat39.xy = dFdx(u_xlat5.xy);
					    u_xlat5.xy = dFdy(u_xlat5.xy);
					    u_xlat18.x = u_xlat18.x * -3.32192802;
					    u_xlat18.x = exp2(u_xlat18.x);
					    u_xlat18.x = roundEven(u_xlat18.x);
					    u_xlat18.x = u_xlat18.x * abs(u_xlat1.x) + 0.5;
					    u_xlat7 = u_xlat18.xxxx * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat7 = floor(u_xlat7);
					    u_xlat7 = u_xlat7 * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001);
					    u_xlat7 = fract(u_xlat7);
					    u_xlat7 = u_xlat7 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlat7 = roundEven(u_xlat7);
					    u_xlat9 = u_xlat18.xxxx * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat9 = floor(u_xlat9);
					    u_xlat9 = u_xlat9 * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001);
					    u_xlat9 = fract(u_xlat9);
					    u_xlat9 = u_xlat9 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlat9 = roundEven(u_xlat9);
					    u_xlat23.xy = u_xlat4.xz * vec2(28.1599998, 28.1600018) + vec2(4.0, 5.0);
					    u_xlatb19 = u_xlat35.x<u_xlat23.x;
					    u_xlat42.x = u_xlatb19 ? 0.5 : float(0.0);
					    u_xlat8.xy = u_xlat4.xy * vec2(28.1599998, 7.92000008) + u_xlat42.xy;
					    u_xlat8.xy = fract(u_xlat8.xy);
					    u_xlat19 = u_xlat23.x + u_xlat42.x;
					    u_xlat19 = floor(u_xlat19);
					    u_xlatb52 = u_xlat19<u_xlat35.y;
					    u_xlat52 = u_xlatb52 ? 1.0 : float(0.0);
					    u_xlatb37 = u_xlat19>=u_xlat35.x;
					    u_xlat23.x = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlatb35.x = u_xlat35.x==u_xlat19;
					    u_xlatb57 = u_xlat23.x>=u_xlat19;
					    u_xlati57 = u_xlatb57 ? 1 : int(0);
					    u_xlatb10 = lessThan(u_xlat18.xxxx, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlati10 = ivec4((uvec4(u_xlatb10) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat11 = (bool(u_xlatb37)) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb11 = equal(vec4(u_xlat19), u_xlat11);
					    u_xlati12 = ivec4((uvec4(u_xlatb11) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati42.x = u_xlati10.y * u_xlati12.x;
					    u_xlati57 = u_xlati57 * u_xlati10.x + u_xlati42.x;
					    u_xlati57 = u_xlati12.y * u_xlati10.z + u_xlati57;
					    u_xlati57 = u_xlati12.z * u_xlati10.w + u_xlati57;
					    u_xlatb10 = lessThan(u_xlat18.xxxx, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati10 = ivec4((uvec4(u_xlatb10) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati18 = u_xlati12.w * u_xlati10.x + u_xlati57;
					    u_xlat12 = (bool(u_xlatb37)) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb12 = equal(vec4(u_xlat19), u_xlat12);
					    u_xlat13.x = u_xlatb12.x ? float(1.40129846e-45) : 0.0;
					    u_xlat13.y = u_xlatb12.y ? float(1.40129846e-45) : 0.0;
					    u_xlat13.z = u_xlatb12.z ? float(1.40129846e-45) : 0.0;
					    u_xlat13.w = u_xlatb12.w ? float(1.0) : 0.0;
					;
					    u_xlati18 = floatBitsToInt(u_xlat13.x) * u_xlati10.y + u_xlati18;
					    u_xlati18 = floatBitsToInt(u_xlat13.y) * u_xlati10.z + u_xlati18;
					    u_xlati18 = floatBitsToInt(u_xlat13.z) * u_xlati10.w + u_xlati18;
					    u_xlat18.x = float(u_xlati18);
					    u_xlatb19 = u_xlat19==u_xlat23.x;
					    u_xlat19 = u_xlatb19 ? 1.0 : float(0.0);
					    u_xlat10.x = u_xlatb11.x ? float(1.0) : 0.0;
					    u_xlat10.y = u_xlatb11.y ? float(1.0) : 0.0;
					    u_xlat10.z = u_xlatb11.z ? float(1.0) : 0.0;
					    u_xlat10.w = u_xlatb11.w ? float(1.0) : 0.0;
					;
					    u_xlat37 = u_xlat7.y * u_xlat10.x;
					    u_xlat19 = u_xlat19 * u_xlat7.x + u_xlat37;
					    u_xlat19 = u_xlat10.y * u_xlat7.z + u_xlat19;
					    u_xlat19 = u_xlat10.z * u_xlat7.w + u_xlat19;
					    u_xlat19 = u_xlat10.w * u_xlat9.x + u_xlat19;
					    u_xlat19 = u_xlat13.w * u_xlat9.y + u_xlat19;
					    u_xlat23.x = u_xlatb12.y ? float(1.0) : 0.0;
					    u_xlat23.z = u_xlatb12.z ? float(1.0) : 0.0;
					;
					    u_xlat19 = u_xlat23.x * u_xlat9.z + u_xlat19;
					    u_xlat19 = u_xlat23.z * u_xlat9.w + u_xlat19;
					    u_xlat7.x = (u_xlatb35.x) ? 15.0 : u_xlat19;
					    u_xlat7.y = float(0.0);
					    u_xlat41.y = float(0.0);
					    u_xlat23.xz = u_xlat7.xy + u_xlat8.xy;
					    u_xlat23.xz = u_xlat23.xz * vec2(0.0625, 1.0);
					    u_xlat5 = textureGrad(_NumTex, u_xlat23.xz, vec4(u_xlat39.xyxx).xy, vec4(u_xlat5.xyxx).xy);
					    u_xlatb1.x = u_xlat1.x<0.0;
					    u_xlat8.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat5.xyz = (u_xlatb1.x) ? u_xlat8.xyz : u_xlat5.xyz;
					    u_xlat1.x = (-u_xlat18.x) * u_xlat52 + 1.0;
					    u_xlat1.x = u_xlat1.x * u_xlat5.w;
					    u_xlat18.xy = u_xlat4.xy * vec2(7.03999996, 7.92000008) + vec2(-0.5, -0.5);
					    u_xlatb18.xy = lessThan(abs(u_xlat18.xyxx), vec4(0.5, 0.5, 0.0, 0.0)).xy;
					    u_xlatb18.x = u_xlatb18.y && u_xlatb18.x;
					    u_xlat18.x = u_xlatb18.x ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat18.x * u_xlat1.x;
					    u_xlat18.xyz = (-u_xlat17.xyz) + u_xlat5.xyz;
					    u_xlat17.xyz = u_xlat1.xxx * u_xlat18.xyz + u_xlat17.xyz;
					    u_xlat17.xyz = (u_xlati0.x != 0) ? u_xlat17.xyz : u_xlat2.xzw;
					    u_xlat1.x = log2(abs(u_xlat54));
					    u_xlat1.x = u_xlat1.x * 0.30103001;
					    u_xlat1.x = floor(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x + -1.0;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat18.xy = (-u_xlat1.xx) + vec2(8.0, 7.0);
					    u_xlatb52 = 0.0<u_xlat1.x;
					    u_xlat52 = u_xlatb52 ? 0.5 : float(0.0);
					    u_xlat52 = u_xlat52 + u_xlat18.x;
					    u_xlat2.xy = u_xlat4.zw * vec2(1.76000011, 7.92000008);
					    u_xlat36.xy = dFdx(u_xlat2.xy);
					    u_xlat2.xy = dFdy(u_xlat2.xy);
					    u_xlat1.x = u_xlat1.x * 3.32192802;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = roundEven(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * abs(u_xlat54) + 0.5;
					    u_xlat5 = u_xlat1.xxxx * vec4(1.00000001e-07, 9.99999997e-07, 9.99999975e-06, 9.99999975e-05);
					    u_xlat5 = floor(u_xlat5);
					    u_xlat5 = u_xlat5 * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001);
					    u_xlat5 = fract(u_xlat5);
					    u_xlat5 = u_xlat5 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlat5 = roundEven(u_xlat5);
					    u_xlat8 = u_xlat1.xxxx * vec4(0.00100000005, 0.00999999978, 0.100000001, 1.0);
					    u_xlat8 = floor(u_xlat8);
					    u_xlat8 = u_xlat8 * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001);
					    u_xlat8 = fract(u_xlat8);
					    u_xlat8 = u_xlat8 * vec4(10.0, 10.0, 10.0, 10.0);
					    u_xlat8 = roundEven(u_xlat8);
					    u_xlatb52 = u_xlat52<u_xlat23.y;
					    u_xlat41.x = u_xlatb52 ? 0.5 : float(0.0);
					    u_xlat4.xy = u_xlat4.zw * vec2(28.1600018, 7.92000008) + u_xlat41.xy;
					    u_xlat4.xy = fract(u_xlat4.xy);
					    u_xlat52 = u_xlat23.y + u_xlat41.x;
					    u_xlat52 = floor(u_xlat52);
					    u_xlatb35.x = u_xlat52<u_xlat18.y;
					    u_xlatb37 = u_xlat52>=u_xlat18.x;
					    u_xlat23.x = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlatb18.x = u_xlat18.x==u_xlat52;
					    u_xlatb40 = u_xlat23.x>=u_xlat52;
					    u_xlati40 = u_xlatb40 ? 1 : int(0);
					    u_xlatb7 = lessThan(u_xlat1.xxxx, vec4(10000000.0, 1000000.0, 100000.0, 10000.0));
					    u_xlati7 = ivec4((uvec4(u_xlatb7) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlat9 = (bool(u_xlatb37)) ? vec4(2.0, 3.0, 4.0, 5.0) : vec4(1.0, 2.0, 3.0, 4.0);
					    u_xlatb9 = equal(vec4(u_xlat52), u_xlat9);
					    u_xlati10 = ivec4((uvec4(u_xlatb9) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati57 = u_xlati7.y * u_xlati10.x;
					    u_xlati40 = u_xlati40 * u_xlati7.x + u_xlati57;
					    u_xlati40 = u_xlati10.y * u_xlati7.z + u_xlati40;
					    u_xlati40 = u_xlati10.z * u_xlati7.w + u_xlati40;
					    u_xlatb7 = lessThan(u_xlat1.xxxx, vec4(1000.0, 100.0, 10.0, 1.0));
					    u_xlati7 = ivec4((uvec4(u_xlatb7) * 0xFFFFFFFFu) & uvec4(1u, 1u, 1u, 1u));
					    u_xlati1 = u_xlati10.w * u_xlati7.x + u_xlati40;
					    u_xlat10 = (bool(u_xlatb37)) ? vec4(6.0, 7.0, 8.0, 6.0) : vec4(5.0, 6.0, 7.0, 5.0);
					    u_xlatb10 = equal(vec4(u_xlat52), u_xlat10);
					    u_xlat11.x = u_xlatb10.x ? float(1.40129846e-45) : 0.0;
					    u_xlat11.y = u_xlatb10.y ? float(1.40129846e-45) : 0.0;
					    u_xlat11.z = u_xlatb10.z ? float(1.40129846e-45) : 0.0;
					    u_xlat11.w = u_xlatb10.w ? float(1.0) : 0.0;
					;
					    u_xlati1 = floatBitsToInt(u_xlat11.x) * u_xlati7.y + u_xlati1;
					    u_xlati1 = floatBitsToInt(u_xlat11.y) * u_xlati7.z + u_xlati1;
					    u_xlati1 = floatBitsToInt(u_xlat11.z) * u_xlati7.w + u_xlati1;
					    u_xlat1.x = float(u_xlati1);
					    u_xlatb35.y = u_xlat52==u_xlat23.x;
					    u_xlat35.x = u_xlatb35.x ? float(1.0) : 0.0;
					    u_xlat35.y = u_xlatb35.y ? float(1.0) : 0.0;
					;
					    u_xlat7.x = u_xlatb9.x ? float(1.0) : 0.0;
					    u_xlat7.y = u_xlatb9.y ? float(1.0) : 0.0;
					    u_xlat7.z = u_xlatb9.z ? float(1.0) : 0.0;
					    u_xlat7.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					    u_xlat37 = u_xlat5.y * u_xlat7.x;
					    u_xlat52 = u_xlat35.y * u_xlat5.x + u_xlat37;
					    u_xlat52 = u_xlat7.y * u_xlat5.z + u_xlat52;
					    u_xlat52 = u_xlat7.z * u_xlat5.w + u_xlat52;
					    u_xlat52 = u_xlat7.w * u_xlat8.x + u_xlat52;
					    u_xlat52 = u_xlat11.w * u_xlat8.y + u_xlat52;
					    u_xlat5.x = u_xlatb10.y ? float(1.0) : 0.0;
					    u_xlat5.y = u_xlatb10.z ? float(1.0) : 0.0;
					;
					    u_xlat52 = u_xlat5.x * u_xlat8.z + u_xlat52;
					    u_xlat52 = u_xlat5.y * u_xlat8.w + u_xlat52;
					    u_xlat5.x = (u_xlatb18.x) ? 15.0 : u_xlat52;
					    u_xlat5.y = 0.0;
					    u_xlat18.xz = u_xlat4.xy + u_xlat5.xy;
					    u_xlat18.xz = u_xlat18.xz * vec2(0.0625, 1.0);
					    u_xlat2 = textureGrad(_NumTex, u_xlat18.xz, vec4(u_xlat36.xyxx).xy, vec4(u_xlat2.xyxx).xy);
					    u_xlatb18.x = u_xlat54<0.0;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = (u_xlatb18.x) ? u_xlat5.xyz : u_xlat2.xyz;
					    u_xlat1.x = (-u_xlat1.x) * u_xlat35.x + 1.0;
					    u_xlat1.x = u_xlat1.x * u_xlat2.w;
					    u_xlat18.xy = u_xlat4.zw * vec2(8.04571438, 7.92000008) + vec2(-0.5, -0.5);
					    u_xlatb18.xy = lessThan(abs(u_xlat18.xyxx), vec4(0.5, 0.5, 0.0, 0.0)).xy;
					    u_xlatb18.x = u_xlatb18.y && u_xlatb18.x;
					    u_xlat18.x = u_xlatb18.x ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat18.x * u_xlat1.x;
					    u_xlat18.xyz = (-u_xlat17.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat18.xyz + u_xlat17.xyz;
					    u_xlat17.xyz = (int(u_xlati6) != 0) ? u_xlat1.xyz : u_xlat17.xyz;
					    u_xlat1.xy = (-u_xlat3.xy) + vs_TEXCOORD0.xy;
					    u_xlat35.xy = u_xlat1.xy * vec2(12.8000002, 7.19999981);
					    u_xlat1.xy = u_xlat1.xy * vec2(12.8000002, 7.19999981) + vec2(0.5, 0.5);
					    u_xlat2 = texture(_FocusTex, u_xlat1.xy);
					    u_xlatb1.xy = lessThan(abs(u_xlat35.xyxx), vec4(0.5, 0.5, 0.0, 0.0)).xy;
					    u_xlatb1.x = u_xlatb1.y && u_xlatb1.x;
					    u_xlat1.x = u_xlatb1.x ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat1.x * u_xlat2.w;
					    u_xlat18.xyz = (-u_xlat17.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat18.xyz + u_xlat17.xyz;
					    SV_Target0.xyz = (u_xlati0.x != 0) ? u_xlat1.xyz : u_xlat17.xyz;
					    SV_Target0.w = 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
					
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
	}
}