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  #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

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;
UNITY_LOCATION(0) uniform mediump sampler2D _BlitTexture;
in highp  vec2 vs_TEXCOORD0;
layout(location = 0) out mediump vec4 SV_Target0;
vec3 u_xlat0;
vec3 u_xlat1;
bvec3 u_xlatb2;
mediump vec3 u_xlat16_3;
void main()
{
    u_xlat0.xyz = texture(_BlitTexture, vs_TEXCOORD0.xy, _GlobalMipBias.x).xyz;
    u_xlat1.xyz = log2(abs(u_xlat0.xyz));
    u_xlat1.xyz = u_xlat1.xyz * vec3(0.416666657, 0.416666657, 0.416666657);
    u_xlat1.xyz = exp2(u_xlat1.xyz);
    u_xlat1.xyz = u_xlat1.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997);
    u_xlatb2.xyz = greaterThanEqual(vec4(0.00313080009, 0.00313080009, 0.00313080009, 0.0), u_xlat0.xyzx).xyz;
    u_xlat16_3.xyz = u_xlat0.xyz * vec3(12.9232101, 12.9232101, 12.9232101);
    u_xlat0.x = (u_xlatb2.x) ? u_xlat16_3.x : u_xlat1.x;
    u_xlat0.y = (u_xlatb2.y) ? u_xlat16_3.y : u_xlat1.y;
    u_xlat0.z = (u_xlatb2.z) ? u_xlat16_3.z : u_xlat1.z;
    SV_Target0.xyz = u_xlat0.xyz;
    SV_Target0.w = 1.0;
    return;
}

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