p<  šu
                         _FXAA      _LINEAR_TO_SRGB_CONVERSION     _RCAS   S;  #ifdef VERTEX
#version 300 es

#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
#define UNITY_UNIFORM
#else
#define UNITY_UNIFORM uniform
#endif
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(x) layout(location = x)
#define UNITY_BINDING(x) layout(binding = x, std140)
#else
#define UNITY_LOCATION(x)
#define UNITY_BINDING(x) layout(std140)
#endif
uniform 	vec4 _BlitScaleBias;
out highp vec2 vs_TEXCOORD0;
vec2 u_xlat0;
uvec3 u_xlatu0;
int int_bitfieldInsert(int base, int insert, int offset, int bits) {
    uint mask = uint(~(int(~0) << uint(bits)) << uint(offset));
    return int((uint(base) & ~mask) | ((uint(insert) << uint(offset)) & mask));
}

void main()
{
    u_xlatu0.x =  uint(int(int_bitfieldInsert(0, gl_VertexID, 1 & int(0x1F), 1)));
    u_xlatu0.z = uint(uint(gl_VertexID) & 2u);
    u_xlat0.xy = vec2(u_xlatu0.xz);
    gl_Position.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
    vs_TEXCOORD0.xy = u_xlat0.xy * _BlitScaleBias.xy + _BlitScaleBias.zw;
    gl_Position.zw = vec2(-1.0, 1.0);
    return;
}

#endif
#ifdef FRAGMENT
#version 300 es
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#endif

precision highp float;
precision highp int;
#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
#define UNITY_UNIFORM
#else
#define UNITY_UNIFORM uniform
#endif
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(x) layout(location = x)
#define UNITY_BINDING(x) layout(binding = x, std140)
#else
#define UNITY_LOCATION(x)
#define UNITY_BINDING(x) layout(std140)
#endif
uniform 	vec2 _GlobalMipBias;
uniform 	vec4 _SourceSize;
UNITY_LOCATION(0) uniform mediump sampler2D _BlitTexture;
in highp  vec2 vs_TEXCOORD0;
layout(location = 0) out mediump vec4 SV_Target0;
vec3 u_xlat0;
vec4 u_xlat1;
bvec3 u_xlatb1;
vec4 u_xlat2;
mediump vec3 u_xlat16_2;
ivec2 u_xlati2;
bvec2 u_xlatb2;
vec4 u_xlat3;
mediump vec3 u_xlat16_3;
bool u_xlatb3;
vec3 u_xlat4;
mediump vec3 u_xlat16_4;
vec2 u_xlat5;
mediump vec3 u_xlat16_5;
ivec2 u_xlati5;
mediump vec3 u_xlat16_6;
mediump float u_xlat16_7;
float u_xlat8;
float u_xlat9;
mediump vec3 u_xlat16_9;
vec3 u_xlat10;
mediump vec3 u_xlat16_10;
int u_xlati10;
bool u_xlatb10;
vec2 u_xlat11;
vec3 u_xlat12;
ivec3 u_xlati12;
float u_xlat16;
float u_xlat17;
bool u_xlatb17;
vec2 u_xlat18;
bool u_xlatb18;
float u_xlat19;
ivec2 u_xlati19;
float u_xlat24;
int u_xlati24;
bool u_xlatb24;
float u_xlat25;
float u_xlat26;
bool u_xlatb26;
float u_xlat27;
int op_not(int value) { return -value - 1; }
ivec2 op_not(ivec2 a) { a.x = op_not(a.x); a.y = op_not(a.y); return a; }
ivec3 op_not(ivec3 a) { a.x = op_not(a.x); a.y = op_not(a.y); a.z = op_not(a.z); return a; }
ivec4 op_not(ivec4 a) { a.x = op_not(a.x); a.y = op_not(a.y); a.z = op_not(a.z); a.w = op_not(a.w); return a; }

void main()
{
    u_xlat0.xyz = texture(_BlitTexture, vs_TEXCOORD0.xy, _GlobalMipBias.x).xyz;
    u_xlat24 = dot(u_xlat0.xyz, vec3(0.298999995, 0.587000012, 0.114));
    u_xlat1 = _SourceSize.zwzw * vec4(0.0, 1.0, 1.0, 0.0) + vs_TEXCOORD0.xyxy;
    u_xlat16_2.xyz = textureLod(_BlitTexture, u_xlat1.xy, 0.0).xyz;
    u_xlat1.x = dot(u_xlat16_2.xyz, vec3(0.298999995, 0.587000012, 0.114));
    u_xlat16_9.xyz = textureLod(_BlitTexture, u_xlat1.zw, 0.0).xyz;
    u_xlat1.y = dot(u_xlat16_9.xyz, vec3(0.298999995, 0.587000012, 0.114));
    u_xlat2 = _SourceSize.zwzw * vec4(0.0, -1.0, -1.0, 0.0) + vs_TEXCOORD0.xyxy;
    u_xlat16_3.xyz = textureLod(_BlitTexture, u_xlat2.xy, 0.0).xyz;
    u_xlat1.z = dot(u_xlat16_3.xyz, vec3(0.298999995, 0.587000012, 0.114));
    u_xlat16_2.xyz = textureLod(_BlitTexture, u_xlat2.zw, 0.0).xyz;
    u_xlat1.w = dot(u_xlat16_2.xyz, vec3(0.298999995, 0.587000012, 0.114));
    u_xlat2.x = max(u_xlat24, u_xlat1.x);
    u_xlat10.x = min(u_xlat24, u_xlat1.x);
    u_xlat2.x = max(u_xlat1.y, u_xlat2.x);
    u_xlat10.x = min(u_xlat1.y, u_xlat10.x);
    u_xlat18.x = max(u_xlat1.w, u_xlat1.z);
    u_xlat26 = min(u_xlat1.w, u_xlat1.z);
    u_xlat2.x = max(u_xlat2.x, u_xlat18.x);
    u_xlat10.x = min(u_xlat10.x, u_xlat26);
    u_xlat18.x = u_xlat2.x * 0.150000006;
    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
    u_xlat10.x = max(u_xlat18.x, 0.0299999993);
    u_xlatb10 = u_xlat2.x>=u_xlat10.x;
    if(u_xlatb10){
        u_xlat10.xy = vs_TEXCOORD0.xy + (-_SourceSize.zw);
        u_xlat16_10.xyz = textureLod(_BlitTexture, u_xlat10.xy, 0.0).xyz;
        u_xlat10.x = dot(u_xlat16_10.xyz, vec3(0.298999995, 0.587000012, 0.114));
        u_xlat18.xy = vs_TEXCOORD0.xy + _SourceSize.zw;
        u_xlat16_3.xyz = textureLod(_BlitTexture, u_xlat18.xy, 0.0).xyz;
        u_xlat18.x = dot(u_xlat16_3.xyz, vec3(0.298999995, 0.587000012, 0.114));
        u_xlat3 = _SourceSize.zwzw * vec4(1.0, -1.0, -1.0, 1.0) + vs_TEXCOORD0.xyxy;
        u_xlat16_4.xyz = textureLod(_BlitTexture, u_xlat3.xy, 0.0).xyz;
        u_xlat26 = dot(u_xlat16_4.xyz, vec3(0.298999995, 0.587000012, 0.114));
        u_xlat16_3.xyz = textureLod(_BlitTexture, u_xlat3.zw, 0.0).xyz;
        u_xlat3.x = dot(u_xlat16_3.xyz, vec3(0.298999995, 0.587000012, 0.114));
        u_xlat11.xy = u_xlat1.xy + u_xlat1.zw;
        u_xlat2.x = float(1.0) / u_xlat2.x;
        u_xlat27 = u_xlat11.y + u_xlat11.x;
        u_xlat11.x = u_xlat24 * -2.0 + u_xlat11.x;
        u_xlat19 = u_xlat24 * -2.0 + u_xlat11.y;
        u_xlat4.x = u_xlat18.x + u_xlat26;
        u_xlat26 = u_xlat26 + u_xlat10.x;
        u_xlat12.x = u_xlat1.y * -2.0 + u_xlat4.x;
        u_xlat26 = u_xlat1.z * -2.0 + u_xlat26;
        u_xlat10.x = u_xlat10.x + u_xlat3.x;
        u_xlat18.x = u_xlat18.x + u_xlat3.x;
        u_xlat3.x = abs(u_xlat11.x) * 2.0 + abs(u_xlat12.x);
        u_xlat26 = abs(u_xlat19) * 2.0 + abs(u_xlat26);
        u_xlat11.x = u_xlat1.w * -2.0 + u_xlat10.x;
        u_xlat18.x = u_xlat1.x * -2.0 + u_xlat18.x;
        u_xlat3.x = u_xlat3.x + abs(u_xlat11.x);
        u_xlat18.x = u_xlat26 + abs(u_xlat18.x);
        u_xlat10.x = u_xlat4.x + u_xlat10.x;
        u_xlatb18 = u_xlat3.x>=u_xlat18.x;
        u_xlat10.x = u_xlat27 * 2.0 + u_xlat10.x;
        u_xlat1.xz = (bool(u_xlatb18)) ? u_xlat1.xz : u_xlat1.yw;
        u_xlat9 = (u_xlatb18) ? _SourceSize.w : _SourceSize.z;
        u_xlat25 = u_xlat10.x * 0.0833333358 + (-u_xlat24);
        u_xlat10.xz = (-vec2(u_xlat24)) + u_xlat1.zx;
        u_xlat1.xz = vec2(u_xlat24) + u_xlat1.xz;
        u_xlatb3 = abs(u_xlat10.x)>=abs(u_xlat10.z);
        u_xlat10.x = max(abs(u_xlat10.z), abs(u_xlat10.x));
        u_xlat9 = (u_xlatb3) ? (-u_xlat9) : u_xlat9;
        u_xlat25 = u_xlat2.x * abs(u_xlat25);
        u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
        u_xlat2.x = u_xlatb18 ? _SourceSize.z : float(0.0);
        u_xlat2.w = (u_xlatb18) ? 0.0 : _SourceSize.w;
        u_xlat11.xy = vec2(u_xlat9) * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
        u_xlat11.x = (u_xlatb18) ? vs_TEXCOORD0.x : u_xlat11.x;
        u_xlat11.y = (u_xlatb18) ? u_xlat11.y : vs_TEXCOORD0.y;
        u_xlat4.xy = (-u_xlat2.xw) + u_xlat11.xy;
        u_xlat5.xy = u_xlat2.xw + u_xlat11.xy;
        u_xlat11.x = u_xlat25 * -2.0 + 3.0;
        u_xlat16_6.xyz = textureLod(_BlitTexture, u_xlat4.xy, 0.0).xyz;
        u_xlat19 = dot(u_xlat16_6.xyz, vec3(0.298999995, 0.587000012, 0.114));
        u_xlat25 = u_xlat25 * u_xlat25;
        u_xlat16_6.xyz = textureLod(_BlitTexture, u_xlat5.xy, 0.0).xyz;
        u_xlat27 = dot(u_xlat16_6.xyz, vec3(0.298999995, 0.587000012, 0.114));
        u_xlat1.x = (u_xlatb3) ? u_xlat1.z : u_xlat1.x;
        u_xlat17 = u_xlat10.x * 0.25;
        u_xlat24 = (-u_xlat1.x) * 0.5 + u_xlat24;
        u_xlat25 = u_xlat25 * u_xlat11.x;
        u_xlati24 = int((u_xlat24<0.0) ? 0xFFFFFFFFu : uint(0));
        u_xlat3.x = (-u_xlat1.x) * 0.5 + u_xlat19;
        u_xlat3.y = (-u_xlat1.x) * 0.5 + u_xlat27;
        u_xlati19.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.xyxy), vec4(u_xlat17)).xy) * 0xFFFFFFFFu);
        u_xlat10.x = (-u_xlat2.x) * 1.5 + u_xlat4.x;
        u_xlat4.x = (u_xlati19.x != 0) ? u_xlat4.x : u_xlat10.x;
        u_xlat10.x = (-u_xlat2.w) * 1.5 + u_xlat4.y;
        u_xlat4.z = (u_xlati19.x != 0) ? u_xlat4.y : u_xlat10.x;
        u_xlati12.xz = op_not(u_xlati19.xy);
        u_xlati10 = int(uint(uint(u_xlati12.z) | uint(u_xlati12.x)));
        u_xlat12.x = u_xlat2.x * 1.5 + u_xlat5.x;
        u_xlat12.x = (u_xlati19.y != 0) ? u_xlat5.x : u_xlat12.x;
        u_xlat5.x = u_xlat2.w * 1.5 + u_xlat5.y;
        u_xlat12.z = (u_xlati19.y != 0) ? u_xlat5.y : u_xlat5.x;
        if(u_xlati10 != 0) {
            if(u_xlati19.x == 0) {
                u_xlat16_5.xyz = textureLod(_BlitTexture, u_xlat4.xz, 0.0).xyz;
                u_xlat3.x = dot(u_xlat16_5.xyz, vec3(0.298999995, 0.587000012, 0.114));
            }
            if(u_xlati19.y == 0) {
                u_xlat16_5.xyz = textureLod(_BlitTexture, u_xlat12.xz, 0.0).xyz;
                u_xlat3.y = dot(u_xlat16_5.xyz, vec3(0.298999995, 0.587000012, 0.114));
            }
            u_xlat10.x = (-u_xlat1.x) * 0.5 + u_xlat3.x;
            u_xlat3.x = (u_xlati19.x != 0) ? u_xlat3.x : u_xlat10.x;
            u_xlat10.x = (-u_xlat1.x) * 0.5 + u_xlat3.y;
            u_xlat3.y = (u_xlati19.y != 0) ? u_xlat3.y : u_xlat10.x;
            u_xlati19.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.xyxy), vec4(u_xlat17)).xy) * 0xFFFFFFFFu);
            u_xlat10.x = (-u_xlat2.x) * 2.0 + u_xlat4.x;
            u_xlat4.x = (u_xlati19.x != 0) ? u_xlat4.x : u_xlat10.x;
            u_xlat10.x = (-u_xlat2.w) * 2.0 + u_xlat4.z;
            u_xlat4.z = (u_xlati19.x != 0) ? u_xlat4.z : u_xlat10.x;
            u_xlati5.xy = op_not(u_xlati19.xy);
            u_xlati10 = int(uint(uint(u_xlati5.y) | uint(u_xlati5.x)));
            u_xlat5.x = u_xlat2.x * 2.0 + u_xlat12.x;
            u_xlat12.x = (u_xlati19.y != 0) ? u_xlat12.x : u_xlat5.x;
            u_xlat5.x = u_xlat2.w * 2.0 + u_xlat12.z;
            u_xlat12.z = (u_xlati19.y != 0) ? u_xlat12.z : u_xlat5.x;
            if(u_xlati10 != 0) {
                if(u_xlati19.x == 0) {
                    u_xlat16_5.xyz = textureLod(_BlitTexture, u_xlat4.xz, 0.0).xyz;
                    u_xlat3.x = dot(u_xlat16_5.xyz, vec3(0.298999995, 0.587000012, 0.114));
                }
                if(u_xlati19.y == 0) {
                    u_xlat16_5.xyz = textureLod(_BlitTexture, u_xlat12.xz, 0.0).xyz;
                    u_xlat3.y = dot(u_xlat16_5.xyz, vec3(0.298999995, 0.587000012, 0.114));
                }
                u_xlat10.x = (-u_xlat1.x) * 0.5 + u_xlat3.x;
                u_xlat3.x = (u_xlati19.x != 0) ? u_xlat3.x : u_xlat10.x;
                u_xlat10.x = (-u_xlat1.x) * 0.5 + u_xlat3.y;
                u_xlat3.y = (u_xlati19.y != 0) ? u_xlat3.y : u_xlat10.x;
                u_xlati19.xy = ivec2(uvec2(greaterThanEqual(abs(u_xlat3.xyxy), vec4(u_xlat17)).xy) * 0xFFFFFFFFu);
                u_xlat10.x = (-u_xlat2.x) * 4.0 + u_xlat4.x;
                u_xlat4.x = (u_xlati19.x != 0) ? u_xlat4.x : u_xlat10.x;
                u_xlat10.x = (-u_xlat2.w) * 4.0 + u_xlat4.z;
                u_xlat4.z = (u_xlati19.x != 0) ? u_xlat4.z : u_xlat10.x;
                u_xlati5.xy = op_not(u_xlati19.xy);
                u_xlati10 = int(uint(uint(u_xlati5.y) | uint(u_xlati5.x)));
                u_xlat5.x = u_xlat2.x * 4.0 + u_xlat12.x;
                u_xlat12.x = (u_xlati19.y != 0) ? u_xlat12.x : u_xlat5.x;
                u_xlat5.x = u_xlat2.w * 4.0 + u_xlat12.z;
                u_xlat12.z = (u_xlati19.y != 0) ? u_xlat12.z : u_xlat5.x;
                if(u_xlati10 != 0) {
                    if(u_xlati19.x == 0) {
                        u_xlat16_5.xyz = textureLod(_BlitTexture, u_xlat4.xz, 0.0).xyz;
                        u_xlat3.x = dot(u_xlat16_5.xyz, vec3(0.298999995, 0.587000012, 0.114));
                    }
                    if(u_xlati19.y == 0) {
                        u_xlat16_5.xyz = textureLod(_BlitTexture, u_xlat12.xz, 0.0).xyz;
                        u_xlat3.y = dot(u_xlat16_5.xyz, vec3(0.298999995, 0.587000012, 0.114));
                    }
                    u_xlat10.x = (-u_xlat1.x) * 0.5 + u_xlat3.x;
                    u_xlat3.x = (u_xlati19.x != 0) ? u_xlat3.x : u_xlat10.x;
                    u_xlat1.x = (-u_xlat1.x) * 0.5 + u_xlat3.y;
                    u_xlat3.y = (u_xlati19.y != 0) ? u_xlat3.y : u_xlat1.x;
                    u_xlatb1.xz = greaterThanEqual(abs(u_xlat3.xxyx), vec4(u_xlat17)).xz;
                    u_xlat10.x = (-u_xlat2.x) * 12.0 + u_xlat4.x;
                    u_xlat4.x = (u_xlatb1.x) ? u_xlat4.x : u_xlat10.x;
                    u_xlat10.x = (-u_xlat2.w) * 12.0 + u_xlat4.z;
                    u_xlat4.z = (u_xlatb1.x) ? u_xlat4.z : u_xlat10.x;
                    u_xlat1.x = u_xlat2.x * 12.0 + u_xlat12.x;
                    u_xlat12.x = (u_xlatb1.z) ? u_xlat12.x : u_xlat1.x;
                    u_xlat1.x = u_xlat2.w * 12.0 + u_xlat12.z;
                    u_xlat12.z = (u_xlatb1.z) ? u_xlat12.z : u_xlat1.x;
                }
            }
        }
        u_xlat1.x = (-u_xlat4.x) + vs_TEXCOORD0.x;
        u_xlat17 = u_xlat12.x + (-vs_TEXCOORD0.x);
        u_xlat2.x = (-u_xlat4.z) + vs_TEXCOORD0.y;
        u_xlat1.x = (u_xlatb18) ? u_xlat1.x : u_xlat2.x;
        u_xlat2.x = u_xlat12.z + (-vs_TEXCOORD0.y);
        u_xlat17 = (u_xlatb18) ? u_xlat17 : u_xlat2.x;
        u_xlati2.xy = ivec2(uvec2(lessThan(u_xlat3.xyxx, vec4(0.0, 0.0, 0.0, 0.0)).xy) * 0xFFFFFFFFu);
        u_xlat26 = u_xlat1.x + u_xlat17;
        u_xlatb2.xy = notEqual(ivec4(u_xlati24), u_xlati2.xyxx).xy;
        u_xlat24 = float(1.0) / u_xlat26;
        u_xlatb26 = u_xlat1.x<u_xlat17;
        u_xlat1.x = min(u_xlat17, u_xlat1.x);
        u_xlatb17 = (u_xlatb26) ? u_xlatb2.x : u_xlatb2.y;
        u_xlat25 = u_xlat25 * u_xlat25;
        u_xlat24 = u_xlat1.x * (-u_xlat24) + 0.5;
        u_xlat1.x = u_xlat25 * 0.649999976;
        u_xlat24 = u_xlatb17 ? u_xlat24 : float(0.0);
        u_xlat24 = max(u_xlat1.x, u_xlat24);
        u_xlat1.xy = vec2(u_xlat24) * vec2(u_xlat9) + vs_TEXCOORD0.xy;
        u_xlat2.x = (u_xlatb18) ? vs_TEXCOORD0.x : u_xlat1.x;
        u_xlat2.y = (u_xlatb18) ? u_xlat1.y : vs_TEXCOORD0.y;
        u_xlat0.xyz = textureLod(_BlitTexture, u_xlat2.xy, 0.0).xyz;
    }
    u_xlatb24 = 0.00313080009>=u_xlat0.x;
    u_xlat16_7 = u_xlat0.x * 12.9232101;
    u_xlat0.x = log2(abs(u_xlat0.x));
    u_xlat0.x = u_xlat0.x * 0.416666657;
    u_xlat0.x = exp2(u_xlat0.x);
    u_xlat0.x = u_xlat0.x * 1.05499995 + -0.0549999997;
    u_xlat0.x = (u_xlatb24) ? u_xlat16_7 : u_xlat0.x;
    u_xlatb24 = 0.00313080009>=u_xlat0.y;
    u_xlat16_7 = u_xlat0.y * 12.9232101;
    u_xlat8 = log2(abs(u_xlat0.y));
    u_xlat8 = u_xlat8 * 0.416666657;
    u_xlat8 = exp2(u_xlat8);
    u_xlat8 = u_xlat8 * 1.05499995 + -0.0549999997;
    u_xlat0.y = (u_xlatb24) ? u_xlat16_7 : u_xlat8;
    u_xlatb24 = 0.00313080009>=u_xlat0.z;
    u_xlat16_7 = u_xlat0.z * 12.9232101;
    u_xlat16 = log2(abs(u_xlat0.z));
    u_xlat16 = u_xlat16 * 0.416666657;
    u_xlat16 = exp2(u_xlat16);
    u_xlat16 = u_xlat16 * 1.05499995 + -0.0549999997;
    u_xlat0.z = (u_xlatb24) ? u_xlat16_7 : u_xlat16;
    SV_Target0.xyz = u_xlat0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
                               $Globals          _GlobalMipBias                           _SourceSize                                _BlitTexture                  $Globals               