Shader "Raliv/Penetrator" {
	Properties {
		_MainTex ("MainTex", 2D) = "white" {}
		_Color ("Color", Vector) = (0,0,0,0)
		_Metallic ("Metallic", 2D) = "black" {}
		_Smoothness ("Smoothness", Range(0, 1)) = 1
		_BumpMap ("Normal Map", 2D) = "bump" {}
		_Emission ("Emission", 2D) = "black" {}
		_EmissionPower ("EmissionPower", Range(0, 3)) = 1
		_Occlusion ("Occlusion", 2D) = "white" {}
		[Header(Penetration Entry Deformation)] _squeeze ("Squeeze Minimum Size", Range(0, 0.2)) = 0
		_SqueezeDist ("Squeeze Smoothness", Range(0, 0.1)) = 0
		_BulgePower ("Bulge Amount", Range(0, 0.01)) = 0
		_BulgeOffset ("Bulge Length", Range(0, 0.3)) = 0
		_Length ("Length of Penetrator Model", Range(0, 3)) = 0
		[Header(Alignment Adjustment)] _EntranceStiffness ("Entrance Stiffness", Range(0.01, 1)) = 0.01
		[Header(Resting Curvature)] _Curvature ("Curvature", Range(-1, 1)) = 0
		_ReCurvature ("ReCurvature", Range(-1, 1)) = 0
		[Header(Movement)] _Wriggle ("Wriggle Amount", Range(0, 1)) = 0
		_WriggleSpeed ("Wriggle Speed", Range(0.1, 30)) = 0.28
		[Header(Toon Shading (Check to activate))] _CellShadingSharpness ("Cell Shading Sharpness", Range(0, 1)) = 0
		_ToonSpecularSize ("ToonSpecularSize", Range(0, 1)) = 0
		_ToonSpecularIntensity ("ToonSpecularIntensity", Range(0, 1)) = 0
		[Toggle(_TOONSHADING_ON)] _ToonShading ("Toon Shading", Float) = 0
		[Header(Advanced)] _OrificeChannel ("OrificeChannel Please Use 0", Float) = 0
		[HideInInspector] _texcoord ("", 2D) = "white" {}
		[HideInInspector] __dirty ("", Float) = 1
	}
	SubShader {
		Tags { "QUEUE" = "Geometry" "RenderType" = "Opaque" }
		Pass {
			Name "FORWARD"
			Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
			GpuProgramID 21618
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat2.xyzz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.wxy * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.ywx * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.ywzx * u_xlat1;
					    u_xlat5.x = dot(unity_SHBr, u_xlat4);
					    u_xlat5.y = dot(unity_SHBg, u_xlat4);
					    u_xlat5.z = dot(unity_SHBb, u_xlat4);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0 = vec4(u_xlat24) * u_xlat0.xyzz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.wxy * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4 = u_xlat0.ywzx * u_xlat0;
					    u_xlat5.x = dot(unity_SHBr, u_xlat4);
					    u_xlat5.y = dot(unity_SHBg, u_xlat4);
					    u_xlat5.z = dot(unity_SHBb, u_xlat4);
					    u_xlat16 = u_xlat0.y * u_xlat0.y;
					    u_xlat16 = u_xlat0.x * u_xlat0.x + (-u_xlat16);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat2.xyzz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.wxy * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.ywx * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat5 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat6 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat7 = u_xlat5 * u_xlat5;
					    u_xlat7 = u_xlat4 * u_xlat4 + u_xlat7;
					    u_xlat7 = u_xlat6 * u_xlat6 + u_xlat7;
					    u_xlat7 = max(u_xlat7, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat5 = u_xlat1.yyyy * u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat1.xxxx + u_xlat5;
					    u_xlat4 = u_xlat6 * u_xlat1.wwzw + u_xlat4;
					    u_xlat5 = inversesqrt(u_xlat7);
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat4 = max(u_xlat4, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat5 = u_xlat7 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat5 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat5.xyz = u_xlat4.yyy * unity_LightColor[1].xyz;
					    u_xlat5.xyz = unity_LightColor[0].xyz * u_xlat4.xxx + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[2].xyz * u_xlat4.zzz + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[3].xyz * u_xlat4.www + u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    vs_TEXCOORD4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0 = vec4(u_xlat24) * u_xlat0.xyzz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.wxy * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat5 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat6 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat7 = u_xlat5 * u_xlat5;
					    u_xlat7 = u_xlat4 * u_xlat4 + u_xlat7;
					    u_xlat7 = u_xlat6 * u_xlat6 + u_xlat7;
					    u_xlat7 = max(u_xlat7, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat5 = u_xlat0.yyyy * u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat0.xxxx + u_xlat5;
					    u_xlat4 = u_xlat6 * u_xlat0.wwzw + u_xlat4;
					    u_xlat5 = inversesqrt(u_xlat7);
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat4 = max(u_xlat4, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat5 = u_xlat7 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat5 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat5.xyz = u_xlat4.yyy * unity_LightColor[1].xyz;
					    u_xlat5.xyz = unity_LightColor[0].xyz * u_xlat4.xxx + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[2].xyz * u_xlat4.zzz + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[3].xyz * u_xlat4.www + u_xlat4.xyz;
					    u_xlat5 = u_xlat0.ywzx * u_xlat0;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat16 = u_xlat0.y * u_xlat0.y;
					    u_xlat16 = u_xlat0.x * u_xlat0.x + (-u_xlat16);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat6.xyz;
					    vs_TEXCOORD4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat17;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat26 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat17 = u_xlat1.y * u_xlat1.y;
					    u_xlat17 = u_xlat1.x * u_xlat1.x + (-u_xlat17);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat17) + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat22;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1 = vec4(u_xlat27) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat3.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat27 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat27 = u_xlat1.y * u_xlat1.y;
					    u_xlat27 = u_xlat1.x * u_xlat1.x + (-u_xlat27);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat27) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat19;
					float u_xlat22;
					float u_xlat27;
					int u_xlati27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati27 / 4][u_xlati27 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati27 + 3) / 4][(u_xlati27 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat29 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat17;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat26 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat17 = u_xlat1.y * u_xlat1.y;
					    u_xlat17 = u_xlat1.x * u_xlat1.x + (-u_xlat17);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat17) + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat22;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1 = vec4(u_xlat27) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat3.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat27 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat27 = u_xlat1.y * u_xlat1.y;
					    u_xlat27 = u_xlat1.x * u_xlat1.x + (-u_xlat27);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat27) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat19;
					float u_xlat22;
					float u_xlat27;
					int u_xlati27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati27 / 4][u_xlati27 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati27 + 3) / 4][(u_xlati27 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat29 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat17;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat26 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat17 = u_xlat1.y * u_xlat1.y;
					    u_xlat17 = u_xlat1.x * u_xlat1.x + (-u_xlat17);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat17) + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat22;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1 = vec4(u_xlat27) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat3.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat27 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat27 = u_xlat1.y * u_xlat1.y;
					    u_xlat27 = u_xlat1.x * u_xlat1.x + (-u_xlat27);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat27) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat19;
					float u_xlat22;
					float u_xlat27;
					int u_xlati27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati27 / 4][u_xlati27 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati27 + 3) / 4][(u_xlati27 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat29 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat2.xyzz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.wxy * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.ywx * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.ywzx * u_xlat1;
					    u_xlat5.x = dot(unity_SHBr, u_xlat4);
					    u_xlat5.y = dot(unity_SHBg, u_xlat4);
					    u_xlat5.z = dot(unity_SHBb, u_xlat4);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0 = vec4(u_xlat24) * u_xlat0.xyzz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.wxy * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4 = u_xlat0.ywzx * u_xlat0;
					    u_xlat5.x = dot(unity_SHBr, u_xlat4);
					    u_xlat5.y = dot(unity_SHBg, u_xlat4);
					    u_xlat5.z = dot(unity_SHBb, u_xlat4);
					    u_xlat16 = u_xlat0.y * u_xlat0.y;
					    u_xlat16 = u_xlat0.x * u_xlat0.x + (-u_xlat16);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat2.xyzz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.wxy * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.ywx * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat5 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat6 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat7 = u_xlat5 * u_xlat5;
					    u_xlat7 = u_xlat4 * u_xlat4 + u_xlat7;
					    u_xlat7 = u_xlat6 * u_xlat6 + u_xlat7;
					    u_xlat7 = max(u_xlat7, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat5 = u_xlat1.yyyy * u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat1.xxxx + u_xlat5;
					    u_xlat4 = u_xlat6 * u_xlat1.wwzw + u_xlat4;
					    u_xlat5 = inversesqrt(u_xlat7);
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat4 = max(u_xlat4, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat5 = u_xlat7 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat5 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat5.xyz = u_xlat4.yyy * unity_LightColor[1].xyz;
					    u_xlat5.xyz = unity_LightColor[0].xyz * u_xlat4.xxx + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[2].xyz * u_xlat4.zzz + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[3].xyz * u_xlat4.www + u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    vs_TEXCOORD4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat16;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0 = vec4(u_xlat24) * u_xlat0.xyzz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.wxy * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat5 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat6 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat7 = u_xlat5 * u_xlat5;
					    u_xlat7 = u_xlat4 * u_xlat4 + u_xlat7;
					    u_xlat7 = u_xlat6 * u_xlat6 + u_xlat7;
					    u_xlat7 = max(u_xlat7, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat5 = u_xlat0.yyyy * u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat0.xxxx + u_xlat5;
					    u_xlat4 = u_xlat6 * u_xlat0.wwzw + u_xlat4;
					    u_xlat5 = inversesqrt(u_xlat7);
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat4 = max(u_xlat4, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat5 = u_xlat7 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat5 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat5;
					    u_xlat4 = u_xlat4 * u_xlat5;
					    u_xlat5.xyz = u_xlat4.yyy * unity_LightColor[1].xyz;
					    u_xlat5.xyz = unity_LightColor[0].xyz * u_xlat4.xxx + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[2].xyz * u_xlat4.zzz + u_xlat5.xyz;
					    u_xlat4.xyz = unity_LightColor[3].xyz * u_xlat4.www + u_xlat4.xyz;
					    u_xlat5 = u_xlat0.ywzx * u_xlat0;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat16 = u_xlat0.y * u_xlat0.y;
					    u_xlat16 = u_xlat0.x * u_xlat0.x + (-u_xlat16);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat16) + u_xlat6.xyz;
					    vs_TEXCOORD4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat17;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat26 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat17 = u_xlat1.y * u_xlat1.y;
					    u_xlat17 = u_xlat1.x * u_xlat1.x + (-u_xlat17);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat17) + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat22;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1 = vec4(u_xlat27) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat3.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat27 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat27 = u_xlat1.y * u_xlat1.y;
					    u_xlat27 = u_xlat1.x * u_xlat1.x + (-u_xlat27);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat27) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat19;
					float u_xlat22;
					float u_xlat27;
					int u_xlati27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati27 / 4][u_xlati27 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati27 + 3) / 4][(u_xlati27 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat29 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat17;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat26 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat17 = u_xlat1.y * u_xlat1.y;
					    u_xlat17 = u_xlat1.x * u_xlat1.x + (-u_xlat17);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat17) + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat22;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1 = vec4(u_xlat27) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat3.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat27 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat27 = u_xlat1.y * u_xlat1.y;
					    u_xlat27 = u_xlat1.x * u_xlat1.x + (-u_xlat27);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat27) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat19;
					float u_xlat22;
					float u_xlat27;
					int u_xlati27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati27 / 4][u_xlati27 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati27 + 3) / 4][(u_xlati27 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat29 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1 = vec4(u_xlat24) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat24 = u_xlat1.y * u_xlat1.y;
					    u_xlat24 = u_xlat1.x * u_xlat1.x + (-u_xlat24);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat24) + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat17;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat26 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat5 = u_xlat1.ywzx * u_xlat1;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat17 = u_xlat1.y * u_xlat1.y;
					    u_xlat17 = u_xlat1.x * u_xlat1.x + (-u_xlat17);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(u_xlat17) + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat22;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1 = vec4(u_xlat27) * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat3.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat27 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat27 = u_xlat1.y * u_xlat1.y;
					    u_xlat27 = u_xlat1.x * u_xlat1.x + (-u_xlat27);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat27) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_12[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					float u_xlat13;
					vec3 u_xlat14;
					float u_xlat19;
					float u_xlat22;
					float u_xlat27;
					int u_xlati27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat33;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati28 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat30 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat30 = sqrt(u_xlat30);
					        u_xlatb30 = u_xlat30<0.00999999978;
					        if(u_xlatb30){
					            u_xlat30 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat30) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat30 = sqrt(u_xlat30);
					            u_xlat30 = u_xlat4.x / u_xlat30;
					            u_xlat30 = u_xlat30 * 10.0;
					            u_xlatb4.x = u_xlat30>=(-u_xlat30);
					            u_xlat30 = fract(u_xlat30);
					            u_xlat30 = (u_xlatb4.x) ? u_xlat30 : (-u_xlat30);
					            u_xlat4 = vec4(u_xlat30) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat14.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat14.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat14.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat14.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati28 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat30 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat30) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat13) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat30 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat30 = sqrt(u_xlat30);
					                u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat31 = sqrt(u_xlat31);
					                u_xlatb30 = u_xlat31<u_xlat30;
					                if(!u_xlatb30){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati28);
					    u_xlat9.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat28 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat29 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat29);
					    u_xlat5.x = cos(u_xlat29);
					    u_xlat30 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat13 = u_xlat30 * _Length;
					    u_xlat22 = u_xlat29 * 0.389999986;
					    u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat31 = sqrt(u_xlat31);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat14.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat31 + (-u_xlat5.x);
					    u_xlat14.x = float(1.0) / u_xlat14.x;
					    u_xlat5.x = u_xlat14.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat14.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat14.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat30 = _Length * u_xlat30 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat22);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat14.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat14.xyz = vec3(u_xlat30) * vec3(0.0, 1.0, 0.0) + u_xlat14.xyz;
					    u_xlat14.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat14.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(u_xlat28) + u_xlat14.xyz;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat9.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = u_xlat31 + (-_Length);
					    u_xlat28 = u_xlat28 * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.x = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat29 = u_xlat29 * 0.389999986 + 3.14159274;
					    u_xlat29 = sin(u_xlat29);
					    u_xlat29 = u_xlat29 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = vec3(u_xlat13) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat29 = u_xlat31 / _Length;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat28) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat9.xyz + u_xlat1.xyz;
					    u_xlat29 = in_POSITION0.z / u_xlat28;
					    u_xlat30 = u_xlat29;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat30) + 1.0;
					    u_xlat13 = u_xlat4.x * 3.0;
					    u_xlat22 = u_xlat4.x * u_xlat13;
					    u_xlat31 = u_xlat30 * u_xlat22;
					    u_xlat14.x = u_xlat30 * u_xlat30;
					    u_xlat13 = u_xlat13 * u_xlat14.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat13);
					    u_xlat6.xyz = vec3(u_xlat31) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat13 = u_xlat30 * u_xlat14.x;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat13 = in_POSITION0.z + -0.0500000007;
					    u_xlat13 = u_xlat13 * -10.0;
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat31 = u_xlat13 * -2.0 + 3.0;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat31;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat13) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat31 = (-u_xlat28) + in_POSITION0.z;
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlatb29 = 1.0>=u_xlat29;
					    u_xlat29 = u_xlatb29 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat9.xyz) + u_xlat6.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat29 = u_xlat30 * u_xlat4.x;
					    u_xlat29 = u_xlat29 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat29 = u_xlat14.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat29 = u_xlat2.y;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat29) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat29 = (-u_xlat2.y);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat14.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat14.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat29 = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat14.xyz;
					    u_xlat28 = u_xlat28 + (-in_POSITION0.z);
					    u_xlat30 = float(1.0) / _SqueezeDist;
					    u_xlat31 = (-u_xlat28) * u_xlat30;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat30 = u_xlat28 * u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat33 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat33;
					    u_xlat30 = max(u_xlat30, u_xlat31);
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat29 = min(u_xlat29, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat29 = float(1.0) / _BulgeOffset;
					    u_xlat29 = abs(u_xlat28) * u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat31 = in_POSITION0.z * 20.0;
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat33 = u_xlat31 * -2.0 + 3.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat31 = u_xlat31 * u_xlat33;
					    u_xlat29 = (-u_xlat30) * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat31 * u_xlat29;
					    u_xlat29 = u_xlat29 * _BulgePower;
					    u_xlat29 = u_xlat29 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat14.xyz = (-u_xlat6.xyz) * vec3(u_xlat29) + u_xlat14.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat14.xyz + u_xlat7.xyz;
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat9.xyz;
					    u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat30 = inversesqrt(u_xlat29);
					    u_xlat5.xyz = vec3(u_xlat30) * u_xlat5.xyz;
					    u_xlat28 = u_xlat28 + -0.0500000007;
					    u_xlat28 = u_xlat28 * -10.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat0.x = u_xlat0.x * (-u_xlat28) + u_xlat28;
					    u_xlat28 = sqrt(u_xlat29);
					    u_xlat28 = min(u_xlat28, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati27 / 4][u_xlati27 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati27 + 3) / 4][(u_xlati27 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1 = u_xlat1.xxxx * u_xlat3.xyzz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat3.xyz;
					    u_xlat29 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.wxy * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.ywx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat4.xyz;
					    u_xlat5 = (-u_xlat2.xxxx) + unity_4LightPosX0;
					    u_xlat6 = (-u_xlat2.yyyy) + unity_4LightPosY0;
					    u_xlat7 = (-u_xlat2.zzzz) + unity_4LightPosZ0;
					    u_xlat8 = u_xlat6 * u_xlat6;
					    u_xlat8 = u_xlat5 * u_xlat5 + u_xlat8;
					    u_xlat8 = u_xlat7 * u_xlat7 + u_xlat8;
					    u_xlat8 = max(u_xlat8, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat6 = u_xlat1.yyyy * u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat1.xxxx + u_xlat6;
					    u_xlat5 = u_xlat7 * u_xlat1.wwzw + u_xlat5;
					    u_xlat6 = inversesqrt(u_xlat8);
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat5 = max(u_xlat5, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat6 = u_xlat8 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat6 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat6;
					    u_xlat5 = u_xlat5 * u_xlat6;
					    u_xlat6.xyz = u_xlat5.yyy * unity_LightColor[1].xyz;
					    u_xlat6.xyz = unity_LightColor[0].xyz * u_xlat5.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[2].xyz * u_xlat5.zzz + u_xlat6.xyz;
					    u_xlat5.xyz = unity_LightColor[3].xyz * u_xlat5.www + u_xlat5.xyz;
					    u_xlat6 = u_xlat1.ywzx * u_xlat1;
					    u_xlat7.x = dot(unity_SHBr, u_xlat6);
					    u_xlat7.y = dot(unity_SHBg, u_xlat6);
					    u_xlat7.z = dot(unity_SHBb, u_xlat6);
					    u_xlat19 = u_xlat1.y * u_xlat1.y;
					    u_xlat19 = u_xlat1.x * u_xlat1.x + (-u_xlat19);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat19) + u_xlat7.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.x;
					    vs_TEXCOORD1.w = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat2.y;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.w;
					    vs_TEXCOORD3.w = u_xlat2.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD5 = u_xlat0.z;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    SV_Target0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					int u_xlati48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati48 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati48].xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    SV_Target0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    SV_Target0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					int u_xlati51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati51 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati51].xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    SV_Target0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat48 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat48 = (-u_xlat48) + 1.0;
					    u_xlat48 = u_xlat48 * _ProjectionParams.z;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat48 = u_xlat48 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat48 = clamp(u_xlat48, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat48) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					int u_xlati48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati48 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati48].xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat48 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat48 = (-u_xlat48) + 1.0;
					    u_xlat48 = u_xlat48 * _ProjectionParams.z;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat48 = u_xlat48 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat48 = clamp(u_xlat48, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat48) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat51 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = u_xlat51 * _ProjectionParams.z;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat51 = u_xlat51 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat51) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					int u_xlati51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati51 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati51].xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat51 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = u_xlat51 * _ProjectionParams.z;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat51 = u_xlat51 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat51) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat48 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat48 = (-u_xlat48) + 1.0;
					    u_xlat48 = u_xlat48 * _ProjectionParams.z;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat48 = u_xlat48 * unity_FogParams.y;
					    u_xlat48 = exp2((-u_xlat48));
					    u_xlat48 = min(u_xlat48, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat48) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					int u_xlati48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati48 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati48].xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat48 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat48 = (-u_xlat48) + 1.0;
					    u_xlat48 = u_xlat48 * _ProjectionParams.z;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat48 = u_xlat48 * unity_FogParams.y;
					    u_xlat48 = exp2((-u_xlat48));
					    u_xlat48 = min(u_xlat48, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat48) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat51 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = u_xlat51 * _ProjectionParams.z;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat51 = u_xlat51 * unity_FogParams.y;
					    u_xlat51 = exp2((-u_xlat51));
					    u_xlat51 = min(u_xlat51, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat51) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					int u_xlati51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati51 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati51].xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat51 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = u_xlat51 * _ProjectionParams.z;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat51 = u_xlat51 * unity_FogParams.y;
					    u_xlat51 = exp2((-u_xlat51));
					    u_xlat51 = min(u_xlat51, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat51) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat48 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat48 = (-u_xlat48) + 1.0;
					    u_xlat48 = u_xlat48 * _ProjectionParams.z;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat48 = u_xlat48 * unity_FogParams.x;
					    u_xlat48 = u_xlat48 * (-u_xlat48);
					    u_xlat48 = exp2(u_xlat48);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat48) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					bvec3 u_xlatb15;
					float u_xlat17;
					float u_xlat18;
					vec2 u_xlat23;
					vec3 u_xlat24;
					float u_xlat33;
					float u_xlat34;
					float u_xlat48;
					int u_xlati48;
					float u_xlat49;
					bool u_xlatb49;
					float u_xlat50;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati48 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati48].xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat2.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlatb49 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb49){
					        u_xlatb49 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb49)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat49 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat50 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat49, u_xlat50);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat49 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat50 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat50 = min(u_xlat50, 1.0);
					    u_xlat50 = (-u_xlat50) + 1.0;
					    u_xlat5.z = sqrt(u_xlat50);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat23.xy);
					    u_xlat50 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat51 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat24.xyz = u_xlat6.xyz * (-vec3(u_xlat51)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat49) * _LightColor0.xyz;
					    u_xlatb49 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb49){
					        u_xlat49 = dot(u_xlat24.xyz, u_xlat24.xyz);
					        u_xlat49 = inversesqrt(u_xlat49);
					        u_xlat10.xyz = vec3(u_xlat49) * u_xlat24.xyz;
					        u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					        u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat11;
					            hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					            hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					            hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					            u_xlat11 = hlslcc_movcTemp;
					        }
					        u_xlat49 = min(u_xlat11.y, u_xlat11.x);
					        u_xlat49 = min(u_xlat11.z, u_xlat49);
					        u_xlat11.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat49) + u_xlat11.xyz;
					    } else {
					        u_xlat10.xyz = u_xlat24.xyz;
					    }
					    u_xlat49 = (-u_xlat50) * 0.699999988 + 1.70000005;
					    u_xlat49 = u_xlat49 * u_xlat50;
					    u_xlat49 = u_xlat49 * 6.0;
					    u_xlat10 = textureLod(unity_SpecCube0, u_xlat10.xyz, u_xlat49);
					    u_xlat51 = u_xlat10.w + -1.0;
					    u_xlat51 = unity_SpecCube0_HDR.w * u_xlat51 + 1.0;
					    u_xlat51 = log2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.y;
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat51 = u_xlat51 * unity_SpecCube0_HDR.x;
					    u_xlat11.xyz = u_xlat10.xyz * vec3(u_xlat51);
					    u_xlatb52 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb52){
					        u_xlatb52 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb52){
					            u_xlat52 = dot(u_xlat24.xyz, u_xlat24.xyz);
					            u_xlat52 = inversesqrt(u_xlat52);
					            u_xlat12.xyz = vec3(u_xlat52) * u_xlat24.xyz;
					            u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat13.xyz = u_xlat13.xyz / u_xlat12.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat12.xyz;
					            u_xlatb15.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat12.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat13;
					                hlslcc_movcTemp.x = (u_xlatb15.x) ? u_xlat13.x : u_xlat14.x;
					                hlslcc_movcTemp.y = (u_xlatb15.y) ? u_xlat13.y : u_xlat14.y;
					                hlslcc_movcTemp.z = (u_xlatb15.z) ? u_xlat13.z : u_xlat14.z;
					                u_xlat13 = hlslcc_movcTemp;
					            }
					            u_xlat52 = min(u_xlat13.y, u_xlat13.x);
					            u_xlat52 = min(u_xlat13.z, u_xlat52);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat24.xyz = u_xlat12.xyz * vec3(u_xlat52) + u_xlat0.xyz;
					        }
					        u_xlat12 = textureLod(unity_SpecCube1, u_xlat24.xyz, u_xlat49);
					        u_xlat0.x = u_xlat12.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat12.xyz * u_xlat0.xxx;
					        u_xlat24.xyz = vec3(u_xlat51) * u_xlat10.xyz + (-u_xlat0.xyz);
					        u_xlat11.xyz = unity_SpecCube0_BoxMin.www * u_xlat24.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat11.xyz;
					    u_xlat49 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat49 = inversesqrt(u_xlat49);
					    u_xlat6.xyz = vec3(u_xlat49) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat49 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat49) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat48) + _WorldSpaceLightPos0.xyz;
					    u_xlat48 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat48 = max(u_xlat48, 0.00100000005);
					    u_xlat48 = inversesqrt(u_xlat48);
					    u_xlat1.xyz = vec3(u_xlat48) * u_xlat1.xyz;
					    u_xlat48 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat18 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat17 = u_xlat1.x * u_xlat1.x;
					    u_xlat17 = dot(vec2(u_xlat17), vec2(u_xlat50));
					    u_xlat17 = u_xlat17 + -0.5;
					    u_xlat33 = (-u_xlat2.x) + 1.0;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat33 = u_xlat33 * u_xlat34;
					    u_xlat33 = u_xlat17 * u_xlat33 + 1.0;
					    u_xlat34 = -abs(u_xlat48) + 1.0;
					    u_xlat51 = u_xlat34 * u_xlat34;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat34 = u_xlat34 * u_xlat51;
					    u_xlat17 = u_xlat17 * u_xlat34 + 1.0;
					    u_xlat17 = u_xlat17 * u_xlat33;
					    u_xlat17 = u_xlat2.x * u_xlat17;
					    u_xlat33 = u_xlat50 * u_xlat50;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat50 = (-u_xlat33) + 1.0;
					    u_xlat51 = abs(u_xlat48) * u_xlat50 + u_xlat33;
					    u_xlat50 = u_xlat2.x * u_xlat50 + u_xlat33;
					    u_xlat48 = abs(u_xlat48) * u_xlat50;
					    u_xlat48 = u_xlat2.x * u_xlat51 + u_xlat48;
					    u_xlat48 = u_xlat48 + 9.99999975e-06;
					    u_xlat48 = 0.5 / u_xlat48;
					    u_xlat50 = u_xlat33 * u_xlat33;
					    u_xlat51 = u_xlat18 * u_xlat50 + (-u_xlat18);
					    u_xlat18 = u_xlat51 * u_xlat18 + 1.0;
					    u_xlat50 = u_xlat50 * 0.318309873;
					    u_xlat18 = u_xlat18 * u_xlat18 + 1.00000001e-07;
					    u_xlat18 = u_xlat50 / u_xlat18;
					    u_xlat48 = u_xlat48 * u_xlat18;
					    u_xlat48 = u_xlat48 * 3.14159274;
					    u_xlat48 = u_xlat2.x * u_xlat48;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat33 = u_xlat33 * u_xlat33 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat33;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat48 = u_xlat48 * u_xlat2.x;
					    u_xlat49 = u_xlat7.w * _Smoothness + (-u_xlat49);
					    u_xlat49 = u_xlat49 + 1.0;
					    u_xlat49 = clamp(u_xlat49, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat17) * u_xlat9.xyz;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat48);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat49);
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat48 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat48 = (-u_xlat48) + 1.0;
					    u_xlat48 = u_xlat48 * _ProjectionParams.z;
					    u_xlat48 = max(u_xlat48, 0.0);
					    u_xlat48 = u_xlat48 * unity_FogParams.x;
					    u_xlat48 = u_xlat48 * (-u_xlat48);
					    u_xlat48 = exp2(u_xlat48);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat48) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat51 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = u_xlat51 * _ProjectionParams.z;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat51 = u_xlat51 * unity_FogParams.x;
					    u_xlat51 = u_xlat51 * (-u_xlat51);
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat51) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 _Emission_ST;
						float _EmissionPower;
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 _Occlusion_ST;
						vec4 unused_0_11[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Emission;
					uniform  sampler2D _Metallic;
					uniform  sampler2D _Occlusion;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec4 u_xlat12;
					vec4 u_xlat13;
					vec3 u_xlat14;
					bvec3 u_xlatb14;
					vec3 u_xlat15;
					bvec3 u_xlatb16;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					vec2 u_xlat24;
					vec3 u_xlat25;
					float u_xlat35;
					float u_xlat36;
					float u_xlat51;
					int u_xlati51;
					float u_xlat52;
					bool u_xlatb52;
					float u_xlat53;
					bool u_xlatb53;
					float u_xlat54;
					float u_xlat55;
					bool u_xlatb55;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati51 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati51].xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlatb52 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb52){
					        u_xlatb53 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb53)) ? u_xlat3.xyz : u_xlat0.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat53 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat53, u_xlat20);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat53 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat53 = clamp(u_xlat53, 0.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat54 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat54 = min(u_xlat54, 1.0);
					    u_xlat54 = (-u_xlat54) + 1.0;
					    u_xlat5.z = sqrt(u_xlat54);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Emission_ST.xy + _Emission_ST.zw;
					    u_xlat5 = texture(_Emission, u_xlat5.xy);
					    u_xlat7.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat7 = texture(_Metallic, u_xlat7.xy);
					    u_xlat24.xy = vs_TEXCOORD0.xy * _Occlusion_ST.xy + _Occlusion_ST.zw;
					    u_xlat8 = texture(_Occlusion, u_xlat24.xy);
					    u_xlat54 = (-u_xlat7.w) * _Smoothness + 1.0;
					    u_xlat55 = dot((-u_xlat2.xyz), u_xlat6.xyz);
					    u_xlat55 = u_xlat55 + u_xlat55;
					    u_xlat25.xyz = u_xlat6.xyz * (-vec3(u_xlat55)) + (-u_xlat2.xyz);
					    u_xlat9.xyz = vec3(u_xlat53) * _LightColor0.xyz;
					    if(u_xlatb52){
					        u_xlatb52 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb52)) ? u_xlat10.xyz : u_xlat0.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat10.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat52 = u_xlat10.y * 0.25;
					        u_xlat53 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat55 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat52 = max(u_xlat52, u_xlat53);
					        u_xlat10.x = min(u_xlat55, u_xlat52);
					        u_xlat11 = texture(unity_ProbeVolumeSH, u_xlat10.xzw);
					        u_xlat12.xyz = u_xlat10.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat12 = texture(unity_ProbeVolumeSH, u_xlat12.xyz);
					        u_xlat10.xyz = u_xlat10.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat10.xyz);
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(u_xlat11, u_xlat6);
					        u_xlat11.y = dot(u_xlat12, u_xlat6);
					        u_xlat11.z = dot(u_xlat10, u_xlat6);
					    } else {
					        u_xlat6.w = 1.0;
					        u_xlat11.x = dot(unity_SHAr, u_xlat6);
					        u_xlat11.y = dot(unity_SHAg, u_xlat6);
					        u_xlat11.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat10.xyz = u_xlat11.xyz + vs_TEXCOORD4.xyz;
					    u_xlat10.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb52 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb52){
					        u_xlat52 = dot(u_xlat25.xyz, u_xlat25.xyz);
					        u_xlat52 = inversesqrt(u_xlat52);
					        u_xlat11.xyz = vec3(u_xlat52) * u_xlat25.xyz;
					        u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat12.xyz = u_xlat12.xyz / u_xlat11.xyz;
					        u_xlat13.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat13.xyz = u_xlat13.xyz / u_xlat11.xyz;
					        u_xlatb14.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat11.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat12;
					            hlslcc_movcTemp.x = (u_xlatb14.x) ? u_xlat12.x : u_xlat13.x;
					            hlslcc_movcTemp.y = (u_xlatb14.y) ? u_xlat12.y : u_xlat13.y;
					            hlslcc_movcTemp.z = (u_xlatb14.z) ? u_xlat12.z : u_xlat13.z;
					            u_xlat12 = hlslcc_movcTemp;
					        }
					        u_xlat52 = min(u_xlat12.y, u_xlat12.x);
					        u_xlat52 = min(u_xlat12.z, u_xlat52);
					        u_xlat12.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat52) + u_xlat12.xyz;
					    } else {
					        u_xlat11.xyz = u_xlat25.xyz;
					    }
					    u_xlat52 = (-u_xlat54) * 0.699999988 + 1.70000005;
					    u_xlat52 = u_xlat52 * u_xlat54;
					    u_xlat52 = u_xlat52 * 6.0;
					    u_xlat11 = textureLod(unity_SpecCube0, u_xlat11.xyz, u_xlat52);
					    u_xlat53 = u_xlat11.w + -1.0;
					    u_xlat53 = unity_SpecCube0_HDR.w * u_xlat53 + 1.0;
					    u_xlat53 = log2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.y;
					    u_xlat53 = exp2(u_xlat53);
					    u_xlat53 = u_xlat53 * unity_SpecCube0_HDR.x;
					    u_xlat12.xyz = u_xlat11.xyz * vec3(u_xlat53);
					    u_xlatb55 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb55){
					        u_xlatb55 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb55){
					            u_xlat55 = dot(u_xlat25.xyz, u_xlat25.xyz);
					            u_xlat55 = inversesqrt(u_xlat55);
					            u_xlat13.xyz = vec3(u_xlat55) * u_xlat25.xyz;
					            u_xlat14.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat14.xyz = u_xlat14.xyz / u_xlat13.xyz;
					            u_xlat15.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat15.xyz = u_xlat15.xyz / u_xlat13.xyz;
					            u_xlatb16.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat13.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat14;
					                hlslcc_movcTemp.x = (u_xlatb16.x) ? u_xlat14.x : u_xlat15.x;
					                hlslcc_movcTemp.y = (u_xlatb16.y) ? u_xlat14.y : u_xlat15.y;
					                hlslcc_movcTemp.z = (u_xlatb16.z) ? u_xlat14.z : u_xlat15.z;
					                u_xlat14 = hlslcc_movcTemp;
					            }
					            u_xlat55 = min(u_xlat14.y, u_xlat14.x);
					            u_xlat55 = min(u_xlat14.z, u_xlat55);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat25.xyz = u_xlat13.xyz * vec3(u_xlat55) + u_xlat0.xyz;
					        }
					        u_xlat13 = textureLod(unity_SpecCube1, u_xlat25.xyz, u_xlat52);
					        u_xlat0.x = u_xlat13.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat13.xyz * u_xlat0.xxx;
					        u_xlat25.xyz = vec3(u_xlat53) * u_xlat11.xyz + (-u_xlat0.xyz);
					        u_xlat12.xyz = unity_SpecCube0_BoxMin.www * u_xlat25.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat8.xxx * u_xlat12.xyz;
					    u_xlat52 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat52 = inversesqrt(u_xlat52);
					    u_xlat6.xyz = vec3(u_xlat52) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat7.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat52 = (-u_xlat7.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat52) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat51) + _WorldSpaceLightPos0.xyz;
					    u_xlat51 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat1.xyz = vec3(u_xlat51) * u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat19 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat18 = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = dot(vec2(u_xlat18), vec2(u_xlat54));
					    u_xlat18 = u_xlat18 + -0.5;
					    u_xlat35 = (-u_xlat2.x) + 1.0;
					    u_xlat36 = u_xlat35 * u_xlat35;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat35 = u_xlat35 * u_xlat36;
					    u_xlat35 = u_xlat18 * u_xlat35 + 1.0;
					    u_xlat36 = -abs(u_xlat51) + 1.0;
					    u_xlat53 = u_xlat36 * u_xlat36;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat36 = u_xlat36 * u_xlat53;
					    u_xlat18 = u_xlat18 * u_xlat36 + 1.0;
					    u_xlat18 = u_xlat18 * u_xlat35;
					    u_xlat18 = u_xlat2.x * u_xlat18;
					    u_xlat35 = u_xlat54 * u_xlat54;
					    u_xlat35 = max(u_xlat35, 0.00200000009);
					    u_xlat53 = (-u_xlat35) + 1.0;
					    u_xlat54 = abs(u_xlat51) * u_xlat53 + u_xlat35;
					    u_xlat53 = u_xlat2.x * u_xlat53 + u_xlat35;
					    u_xlat51 = abs(u_xlat51) * u_xlat53;
					    u_xlat51 = u_xlat2.x * u_xlat54 + u_xlat51;
					    u_xlat51 = u_xlat51 + 9.99999975e-06;
					    u_xlat51 = 0.5 / u_xlat51;
					    u_xlat53 = u_xlat35 * u_xlat35;
					    u_xlat54 = u_xlat19 * u_xlat53 + (-u_xlat19);
					    u_xlat19 = u_xlat54 * u_xlat19 + 1.0;
					    u_xlat53 = u_xlat53 * 0.318309873;
					    u_xlat19 = u_xlat19 * u_xlat19 + 1.00000001e-07;
					    u_xlat19 = u_xlat53 / u_xlat19;
					    u_xlat51 = u_xlat51 * u_xlat19;
					    u_xlat51 = u_xlat51 * 3.14159274;
					    u_xlat51 = u_xlat2.x * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat35 = u_xlat35 * u_xlat35 + 1.0;
					    u_xlat1.z = float(1.0) / u_xlat35;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat51 = u_xlat51 * u_xlat2.x;
					    u_xlat52 = u_xlat7.w * _Smoothness + (-u_xlat52);
					    u_xlat52 = u_xlat52 + 1.0;
					    u_xlat52 = clamp(u_xlat52, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat18) * u_xlat9.xyz;
					    u_xlat2.xyw = u_xlat10.xyz * u_xlat8.xxx + u_xlat2.xyw;
					    u_xlat6.xyz = u_xlat9.xyz * vec3(u_xlat51);
					    u_xlat0.w = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat0.w * u_xlat0.w;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.zzzx;
					    u_xlat7.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat6.xyz;
					    u_xlat1.xyz = (-u_xlat3.xyz) + vec3(u_xlat52);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyw;
					    u_xlat0.xyz = u_xlat5.xyz * vec3(_EmissionPower) + u_xlat0.xyz;
					    u_xlat51 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = u_xlat51 * _ProjectionParams.z;
					    u_xlat51 = max(u_xlat51, 0.0);
					    u_xlat51 = u_xlat51 * unity_FogParams.x;
					    u_xlat51 = u_xlat51 * (-u_xlat51);
					    u_xlat51 = exp2(u_xlat51);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat51) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					int u_xlati21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati21 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati21].xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					int u_xlati21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati21 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati21].xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					int u_xlati21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati21 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati21].xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					int u_xlati12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    u_xlat12 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = vec3(u_xlat12) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlat2.xyz = (-u_xlat2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					int u_xlati21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat1.z = sqrt(u_xlat18);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat18 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat19 = _CellShadingSharpness * 10.0;
					    u_xlatb3 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb3){
					        u_xlatb3 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.x = vs_TEXCOORD1.w;
					        u_xlat10.y = vs_TEXCOORD2.w;
					        u_xlat10.z = vs_TEXCOORD3.w;
					        u_xlat3.xyz = (bool(u_xlatb3)) ? u_xlat9.xyz : u_xlat10.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat3.y * 0.25;
					        u_xlat4.x = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat10.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat9.x = max(u_xlat9.x, u_xlat4.x);
					        u_xlat3.x = min(u_xlat10.x, u_xlat9.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					        u_xlat5.xyz = u_xlat3.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat3.xyz = u_xlat3.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(u_xlat4, u_xlat2);
					        u_xlat4.y = dot(u_xlat5, u_xlat2);
					        u_xlat4.z = dot(u_xlat3, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat4.x = dot(unity_SHAr, u_xlat2);
					        u_xlat4.y = dot(unity_SHAg, u_xlat2);
					        u_xlat4.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat3.xyz = u_xlat4.xyz + vs_TEXCOORD4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05) + u_xlat3.xyz;
					    u_xlat20 = (-_ToonSpecularSize) + 1.0;
					    u_xlat21 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat21 = u_xlat21 + u_xlat21;
					    u_xlat1.xyz = u_xlat2.xyz * (-vec3(u_xlat21)) + (-u_xlat1.xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    u_xlat2.x = vs_TEXCOORD1.w;
					    u_xlat2.y = vs_TEXCOORD2.w;
					    u_xlat2.z = vs_TEXCOORD3.w;
					    u_xlati21 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-u_xlat2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati21].xyz;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.x = max(u_xlat1.x, 9.99999975e-05);
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 20.0;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat7.x = (-u_xlat20) * u_xlat20 + 1.10000002;
					    u_xlat7.x = u_xlat7.x * 0.5;
					    u_xlat1.x = (-u_xlat20) * u_xlat20 + u_xlat1.x;
					    u_xlat7.x = float(1.0) / u_xlat7.x;
					    u_xlat1.x = u_xlat7.x * u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat7.x;
					    u_xlat18 = u_xlat18 * 0.5 + 0.5;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat7.x = _CellShadingSharpness * 10.0 + u_xlat7.x;
					    u_xlat18 = u_xlat18 * u_xlat7.x + (-u_xlat19);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat18 = max(u_xlat18, 0.100000001);
					    u_xlat7.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = min(u_xlat1.x, 1.0);
					    u_xlat1.xyz = vec3(u_xlat18) * _LightColor0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat18) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "FORWARD"
			Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
			Blend One One, One One
			ZWrite Off
			GpuProgramID 70887
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat4;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat4;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat4;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat4;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat4.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat4.xy;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat4.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat4.xy;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat5;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat5;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat5.xy;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat5.xy;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat5;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat5;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat5.xy;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat5.xy;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat5;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat5;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat5.xy;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat5.xy;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat4;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat4;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat4 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat4;
					    u_xlat4 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat4;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat4;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat4.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat4.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat2.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat4.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat4.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat4.xy;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat4.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat4.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat4.xy;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat5;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat5;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat5.xy;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat5.xy;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat5;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat5;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat5.xy;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat5.xy;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlat24 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat24) * u_xlat4.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_12[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat5;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5 = u_xlat2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * u_xlat2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * u_xlat2.zzzz + u_xlat5;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat2.wwww + u_xlat5;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat5.xyz;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * u_xlat2.zzz + u_xlat5.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat2.www + u_xlat5.xyz;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat5.xy;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat2.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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
					vec4 ImmCB_0_0_0[4];
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						float _SqueezeDist;
						float _Length;
						float _Wriggle;
						float _BulgePower;
						float _BulgeOffset;
						float _WriggleSpeed;
						float _ReCurvature;
						float _Curvature;
						float _squeeze;
						float _EntranceStiffness;
						float _OrificeChannel;
						vec4 unused_0_13[9];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[40];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat12;
					vec3 u_xlat13;
					float u_xlat20;
					float u_xlat24;
					int u_xlati24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlatb0 = _OrificeChannel>=0.5;
					    u_xlat0 = (bool(u_xlatb0)) ? vec4(-0.0299999993, -0.0399999991, -0.0600000024, -0.0800000057) : vec4(-0.00999999978, -0.0199999996, -0.0500000007, -0.0900000036);
					    u_xlat3.x = float(0.0);
					    u_xlat3.y = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat1.x = float(0.0);
					    u_xlat1.y = float(0.0);
					    u_xlat1.z = float(100.0);
					    u_xlati25 = int(0);
					    u_xlat2.x = float(0.0);
					    u_xlat2.y = float(0.0);
					    u_xlat2.z = float(99.0);
					    for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat27 = dot(unity_LightColor[u_xlati_loop_1].xyz, unity_LightColor[u_xlati_loop_1].xyz);
					        u_xlat27 = sqrt(u_xlat27);
					        u_xlatb27 = u_xlat27<0.00999999978;
					        if(u_xlatb27){
					            u_xlat27 = dot(unity_4LightAtten0, ImmCB_0_0_0[u_xlati_loop_1]);
					            u_xlat4.x = (-u_xlat27) + 1000000.0;
					            u_xlat4.x = sqrt(u_xlat4.x);
					            u_xlat4.x = u_xlat4.x * 0.00499999989;
					            u_xlat27 = sqrt(u_xlat27);
					            u_xlat27 = u_xlat4.x / u_xlat27;
					            u_xlat27 = u_xlat27 * 10.0;
					            u_xlatb4.x = u_xlat27>=(-u_xlat27);
					            u_xlat27 = fract(u_xlat27);
					            u_xlat27 = (u_xlatb4.x) ? u_xlat27 : (-u_xlat27);
					            u_xlat4 = vec4(u_xlat27) * vec4(0.100000001, 0.100000001, 0.100000001, 0.100000001) + u_xlat0;
					            u_xlatb4 = lessThan(abs(u_xlat4), vec4(0.00499999989, 0.00499999989, 0.00499999989, 0.00499999989));
					            if(u_xlatb4.x){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.x = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat13.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat13.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat13.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * u_xlat5.xxx + u_xlat13.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 0;
					            }
					            if(u_xlatb4.y){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat5.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat1.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					                u_xlati25 = 1;
					            }
					            if(u_xlatb4.z){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat5.xyz = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat5.xyz = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat5.xyz;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat5.xyz;
					                u_xlat2.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					            }
					            if(u_xlatb4.w){
					                u_xlat27 = dot(unity_4LightPosX0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.x = dot(unity_4LightPosY0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat12 = dot(unity_4LightPosZ0, ImmCB_0_0_0[u_xlati_loop_1]);
					                u_xlat4.xzw = u_xlat4.xxx * unity_WorldToObject[1].xyz;
					                u_xlat4.xzw = unity_WorldToObject[0].xyz * vec3(u_xlat27) + u_xlat4.xzw;
					                u_xlat4.xyz = unity_WorldToObject[2].xyz * vec3(u_xlat12) + u_xlat4.xzw;
					                u_xlat4.xyz = u_xlat4.xyz + unity_WorldToObject[3].xyz;
					                u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					                u_xlat27 = sqrt(u_xlat27);
					                u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					                u_xlat28 = sqrt(u_xlat28);
					                u_xlatb27 = u_xlat28<u_xlat27;
					                if(!u_xlatb27){
					                    u_xlat3.xyz = u_xlat4.xyz;
					                }
					            }
					        }
					    }
					    u_xlat0.x = float(u_xlati25);
					    u_xlat8.xyz = (-u_xlat2.xyz) + u_xlat1.xyz;
					    u_xlat25 = max(_EntranceStiffness, 0.00999999978);
					    u_xlat2.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat8.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat8.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Length, _Length, _Length));
					    u_xlat26 = _WriggleSpeed * _Time.y;
					    u_xlat4.x = sin(u_xlat26);
					    u_xlat5.x = cos(u_xlat26);
					    u_xlat27 = u_xlat5.x * _Wriggle + _Curvature;
					    u_xlat12 = u_xlat27 * _Length;
					    u_xlat20 = u_xlat26 * 0.389999986;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat5.x = _Length + -0.0500000007;
					    u_xlat13.x = (-u_xlat5.x) + _Length;
					    u_xlat5.x = u_xlat28 + (-u_xlat5.x);
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat5.x = u_xlat13.x * u_xlat5.x;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat5.x * -2.0 + 3.0;
					    u_xlat5.x = u_xlat5.x * u_xlat5.x;
					    u_xlat5.x = u_xlat5.x * u_xlat13.x;
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat4.x = u_xlat4.x * 0.300000012 + _ReCurvature;
					    u_xlat4.x = dot(vec2(vec2(_Length, _Length)), u_xlat4.xx);
					    u_xlat27 = _Length * u_xlat27 + u_xlat4.x;
					    u_xlat4.x = cos(u_xlat20);
					    u_xlat4.x = u_xlat4.x * _Wriggle;
					    u_xlat13.xyz = u_xlat4.xxx * vec3(0.5, 0.0, 0.0);
					    u_xlat13.xyz = vec3(u_xlat27) * vec3(0.0, 1.0, 0.0) + u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat3.xyz * vec3(0.300000012, 0.300000012, 0.300000012) + u_xlat13.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + u_xlat13.xyz;
					    u_xlat8.xyz = u_xlat5.xxx * u_xlat8.xyz + u_xlat2.xyz;
					    u_xlat25 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat25);
					    u_xlat25 = u_xlat28 + (-_Length);
					    u_xlat25 = u_xlat25 * 20.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat2.x = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.x = _Time.y * _WriggleSpeed + 3.14159274;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * _Wriggle;
					    u_xlat2.x = u_xlat2.x * _Length;
					    u_xlat2.xyz = u_xlat2.xxx * vec3(0.0, 0.200000003, 0.0) + u_xlat3.xyz;
					    u_xlat3.xyz = vec3(vec3(_Length, _Length, _Length)) * vec3(0.200000003, 0.0, 0.0);
					    u_xlat26 = u_xlat26 * 0.389999986 + 3.14159274;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * _Wriggle;
					    u_xlat2.xyz = u_xlat3.xyz * vec3(u_xlat26) + u_xlat2.xyz;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat25 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat25 = sqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat12) * vec3(-0.0, -0.200000003, -0.0);
					    u_xlat26 = u_xlat28 / _Length;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat25) * vec3(0.0, 0.0, 0.333333343);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = (-u_xlat3.zzz) * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat26 = in_POSITION0.z / u_xlat25;
					    u_xlat27 = u_xlat26;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat4.x = (-u_xlat27) + 1.0;
					    u_xlat12 = u_xlat4.x * 3.0;
					    u_xlat20 = u_xlat4.x * u_xlat12;
					    u_xlat28 = u_xlat27 * u_xlat20;
					    u_xlat13.x = u_xlat27 * u_xlat27;
					    u_xlat12 = u_xlat12 * u_xlat13.x;
					    u_xlat6.xyz = u_xlat3.xyz * vec3(u_xlat12);
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat12 = u_xlat27 * u_xlat13.x;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat12 = in_POSITION0.z + -0.0500000007;
					    u_xlat12 = u_xlat12 * -10.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat28 = u_xlat12 * -2.0 + 3.0;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat12 = u_xlat12 * u_xlat28;
					    u_xlat7.x = 0.0;
					    u_xlat7.z = in_POSITION0.z;
					    u_xlat7.xyz = (-u_xlat6.xyz) + u_xlat7.xxz;
					    u_xlat6.xyz = vec3(u_xlat12) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat28 = (-u_xlat25) + in_POSITION0.z;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat28) + u_xlat1.xyz;
					    u_xlatb26 = 1.0>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat6.xyz = (-u_xlat8.xyz) + u_xlat6.xyz;
					    u_xlat8.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat26 = u_xlat27 * u_xlat4.x;
					    u_xlat26 = u_xlat26 * 6.0;
					    u_xlat6.xyz = (-u_xlat2.xyz) + u_xlat3.xyz;
					    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz + u_xlat6.xyz;
					    u_xlat26 = u_xlat13.x * 3.0;
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = (-u_xlat2.xyz) + vec3(0.0, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat26 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat2.xyz = vec3(u_xlat26) * u_xlat2.xyz;
					    u_xlat26 = u_xlat2.y;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.xyz = vec3(u_xlat26) * vec3(-1.0, -1.0, 0.0) + vec3(1.0, 0.0, 0.0);
					    u_xlat26 = (-u_xlat2.y);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat3.xyz) + vec3(0.0, 1.0, 0.0);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat26 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat3.xyz = vec3(u_xlat26) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * (-u_xlat3.yzx);
					    u_xlat4.xyz = u_xlat2.yzx * (-u_xlat3.zxy) + (-u_xlat4.xyz);
					    u_xlat26 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat26 = inversesqrt(u_xlat26);
					    u_xlat4.xyz = vec3(u_xlat26) * u_xlat4.xyz;
					    u_xlat13.xyz = (-u_xlat3.xyz) * in_POSITION0.xxx;
					    u_xlat13.xyz = in_POSITION0.yyy * u_xlat4.xyz + u_xlat13.xyz;
					    u_xlat26 = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat13.xyz;
					    u_xlat25 = u_xlat25 + (-in_POSITION0.z);
					    u_xlat27 = float(1.0) / _SqueezeDist;
					    u_xlat28 = (-u_xlat25) * u_xlat27;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat27 = u_xlat25 * u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat30 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat30;
					    u_xlat27 = max(u_xlat27, u_xlat28);
					    u_xlat26 = sqrt(u_xlat26);
					    u_xlat26 = min(u_xlat26, _squeeze);
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat26 = float(1.0) / _BulgeOffset;
					    u_xlat26 = abs(u_xlat25) * u_xlat26;
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat27 = u_xlat26 * -2.0 + 3.0;
					    u_xlat26 = u_xlat26 * u_xlat26;
					    u_xlat28 = in_POSITION0.z * 20.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat26 = (-u_xlat27) * u_xlat26 + 1.0;
					    u_xlat26 = u_xlat28 * u_xlat26;
					    u_xlat26 = u_xlat26 * _BulgePower;
					    u_xlat26 = u_xlat26 * 100.0 + 1.0;
					    u_xlat7.xyz = vec3(u_xlat26) * u_xlat6.xyz;
					    u_xlat13.xyz = (-u_xlat6.xyz) * vec3(u_xlat26) + u_xlat13.xyz;
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat13.xyz + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat1.xyz) + u_xlat8.xyz;
					    u_xlat26 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat27 = inversesqrt(u_xlat26);
					    u_xlat5.xyz = vec3(u_xlat27) * u_xlat5.xyz;
					    u_xlat25 = u_xlat25 + -0.0500000007;
					    u_xlat25 = u_xlat25 * -10.0;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat27 = u_xlat25 * -2.0 + 3.0;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat25 = u_xlat25 * u_xlat27;
					    u_xlat0.x = u_xlat0.x * (-u_xlat25) + u_xlat25;
					    u_xlat25 = sqrt(u_xlat26);
					    u_xlat25 = min(u_xlat25, _squeeze);
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = (-u_xlat8.xyz) + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat1.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(-10000.0, -10000.0, -10000.0) + (-u_xlat0.xyz);
					    u_xlat0.xyz = _WorldSpaceLightPos0.www * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * in_NORMAL0.yyy;
					    u_xlat1.xyz = (-u_xlat3.xyz) * in_NORMAL0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * in_NORMAL0.zzz + u_xlat1.xyz;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat2 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = u_xlat2 + unity_ObjectToWorld[3];
					    u_xlat3 = u_xlat2.yyyy * unity_StereoMatrixVP[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati24 / 4][u_xlati24 % 4] * u_xlat2.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4] * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati24 + 3) / 4][(u_xlati24 + 3) % 4] * u_xlat2.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat3.y = dot(u_xlat1.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.z = dot(u_xlat1.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, unity_WorldToObject[2].xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat3.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat25 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat3.xyz;
					    u_xlat25 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat1.zxy * u_xlat3.yzx + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat25) * u_xlat4.xyz;
					    u_xlat5.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat5.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat5.xy;
					    u_xlat5.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat5.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat5.xy;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1.x = u_xlat3.z;
					    vs_TEXCOORD1.y = u_xlat4.x;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD2.x = u_xlat3.x;
					    vs_TEXCOORD2.y = u_xlat4.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.x = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat4.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTexture0, vec2(u_xlat26));
					    u_xlat25 = u_xlat25 * u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_9[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb22)) ? u_xlat2.xyz : vs_TEXCOORD4.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat9 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat22, u_xlat9);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					bool u_xlatb26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat3 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToLight[3];
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb26 = 0.0<u_xlat3.z;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat4.xy = u_xlat3.xy / u_xlat3.ww;
					    u_xlat4.xy = u_xlat4.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat26 = u_xlat26 * u_xlat4.w;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3 = texture(_LightTextureB0, u_xlat3.xx);
					    u_xlat26 = u_xlat26 * u_xlat3.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					float u_xlat10;
					float u_xlat16;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat2.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat3.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb25 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb25){
					        u_xlatb25 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb25)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat25 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat26 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat25, u_xlat26);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat25 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlat26 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat26));
					    u_xlat3 = texture(_LightTexture0, u_xlat3.xyz);
					    u_xlat26 = u_xlat3.w * u_xlat4.x;
					    u_xlat25 = u_xlat25 * u_xlat26;
					    u_xlat3.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat4.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6 = texture(_BumpMap, u_xlat6.xy);
					    u_xlat6.x = u_xlat6.w * u_xlat6.x;
					    u_xlat6.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat25 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat25 = min(u_xlat25, 1.0);
					    u_xlat25 = (-u_xlat25) + 1.0;
					    u_xlat6.z = sqrt(u_xlat25);
					    u_xlat7.x = dot(vs_TEXCOORD1.xyz, u_xlat6.xyz);
					    u_xlat7.y = dot(vs_TEXCOORD2.xyz, u_xlat6.xyz);
					    u_xlat7.z = dot(vs_TEXCOORD3.xyz, u_xlat6.xyz);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat6 = texture(_Metallic, u_xlat6.xy);
					    u_xlat25 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat7.xyz = vec3(u_xlat25) * u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = u_xlat6.xxx * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-u_xlat6.x) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-u_xlat6.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat2.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat7.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat10 = dot(u_xlat7.xyz, u_xlat0.xyz);
					    u_xlat10 = clamp(u_xlat10, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat2.x * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat10 * u_xlat16 + (-u_xlat10);
					    u_xlat1.x = u_xlat1.x * u_xlat10 + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = u_xlat2.xx * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat3.xyz;
					    u_xlat8.xyz = u_xlat3.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" }
					"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 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 unused_0_4[3];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_8[2];
						vec4 _Metallic_ST;
						float _Smoothness;
						vec4 unused_0_11[3];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _BumpMap;
					uniform  sampler2D _Metallic;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat2.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat2.xy;
					    u_xlat2.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat2.xy;
					    u_xlat2.xy = u_xlat2.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat3.xyz = (bool(u_xlatb22)) ? u_xlat3.xyz : vs_TEXCOORD4.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat3.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat3.y * 0.25 + 0.75;
					        u_xlat16 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat22, u_xlat16);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xy);
					    u_xlat22 = u_xlat22 * u_xlat2.w;
					    u_xlat2.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5 = texture(_BumpMap, u_xlat5.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat22 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat22 = min(u_xlat22, 1.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat5.z = sqrt(u_xlat22);
					    u_xlat6.x = dot(vs_TEXCOORD1.xyz, u_xlat5.xyz);
					    u_xlat6.y = dot(vs_TEXCOORD2.xyz, u_xlat5.xyz);
					    u_xlat6.z = dot(vs_TEXCOORD3.xyz, u_xlat5.xyz);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _Metallic_ST.xy + _Metallic_ST.zw;
					    u_xlat5 = texture(_Metallic, u_xlat5.xy);
					    u_xlat22 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = u_xlat5.xxx * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-u_xlat5.x) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-u_xlat5.w) * _Smoothness + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat6.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat8 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat8 = clamp(u_xlat8, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat1.x) + 1.0;
					    u_xlat15 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat14 = u_xlat14 * u_xlat15;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat15 = -abs(u_xlat21) + 1.0;
					    u_xlat23 = u_xlat15 * u_xlat15;
					    u_xlat23 = u_xlat23 * u_xlat23;
					    u_xlat15 = u_xlat15 * u_xlat23;
					    u_xlat7.x = u_xlat7.x * u_xlat15 + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat15 = (-u_xlat14) + 1.0;
					    u_xlat22 = abs(u_xlat21) * u_xlat15 + u_xlat14;
					    u_xlat15 = u_xlat1.x * u_xlat15 + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat15;
					    u_xlat21 = u_xlat1.x * u_xlat22 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat15 = u_xlat8 * u_xlat14 + (-u_xlat8);
					    u_xlat8 = u_xlat15 * u_xlat8 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat8 = u_xlat8 * u_xlat8 + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat8;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat1.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat2.xyz;
					    u_xlat7.xyz = u_xlat2.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[4];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat2 = texture(_BumpMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat2.z = sqrt(u_xlat12);
					    u_xlat3.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat3.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat3.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat3.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat2.xyz = u_xlat3.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat3.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "_TOONSHADING_ON" }
					"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 _LightColor0;
						vec4 unused_0_2[8];
						vec4 _MainTex_ST;
						vec4 _Color;
						vec4 _BumpMap_ST;
						vec4 unused_0_6[5];
						float _CellShadingSharpness;
						float _ToonSpecularSize;
						float _ToonSpecularIntensity;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _BumpMap;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat1 = texture(_BumpMap, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = min(u_xlat12, 1.0);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat1.z = sqrt(u_xlat12);
					    u_xlat2.x = dot(vs_TEXCOORD1.xyz, u_xlat1.xyz);
					    u_xlat2.y = dot(vs_TEXCOORD2.xyz, u_xlat1.xyz);
					    u_xlat2.z = dot(vs_TEXCOORD3.xyz, u_xlat1.xyz);
					    u_xlat12 = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * _WorldSpaceLightPos0.xyz;
					    u_xlat12 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat12 = u_xlat12 + u_xlat12;
					    u_xlat3.xyz = u_xlat2.xyz * (-vec3(u_xlat12)) + (-u_xlat1.xyz);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat2.xyz * vec3(9.99999975e-05, 9.99999975e-05, 9.99999975e-05);
					    u_xlat12 = u_xlat12 * 0.5 + 0.5;
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat0.x = max(u_xlat0.x, 9.99999975e-05);
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 20.0;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat4 = (-_ToonSpecularSize) + 1.0;
					    u_xlat0.x = (-u_xlat4) * u_xlat4 + u_xlat0.x;
					    u_xlat4 = (-u_xlat4) * u_xlat4 + 1.10000002;
					    u_xlat4 = u_xlat4 * 0.5;
					    u_xlat4 = float(1.0) / u_xlat4;
					    u_xlat0.x = u_xlat4 * u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat4 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat13 = _CellShadingSharpness * 10.0 + 1.0;
					    u_xlat13 = _CellShadingSharpness * 10.0 + u_xlat13;
					    u_xlat2.x = _CellShadingSharpness * 10.0;
					    u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x);
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat12 = max(u_xlat12, 0.100000001);
					    u_xlat2.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_ToonSpecularIntensity, _ToonSpecularIntensity, _ToonSpecularIntensity)) + u_xlat1.xyz;
					    u_xlat12 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
	}
}