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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;
uniform 	vec2 _Grain_Params;
uniform 	vec4 _Grain_TilingParams;
UNITY_LOCATION(0) uniform mediump sampler2D _BlitTexture;
UNITY_LOCATION(1) uniform mediump sampler2D _Grain_Texture;
in highp  vec2 vs_TEXCOORD0;
layout(location = 0) out mediump vec4 SV_Target0;
vec3 u_xlat0;
mediump vec3 u_xlat16_0;
mediump vec3 u_xlat16_1;
vec3 u_xlat2;
float u_xlat9;
void main()
{
    u_xlat0.xy = vs_TEXCOORD0.xy * _Grain_TilingParams.xy + _Grain_TilingParams.zw;
    u_xlat16_0.x = texture(_Grain_Texture, u_xlat0.xy, _GlobalMipBias.x).w;
    u_xlat16_1.x = u_xlat16_0.x + -0.5;
    u_xlat16_1.x = u_xlat16_1.x + u_xlat16_1.x;
    u_xlat16_0.xyz = texture(_BlitTexture, vs_TEXCOORD0.xy, _GlobalMipBias.x).xyz;
    u_xlat16_1.xyz = u_xlat16_1.xxx * u_xlat16_0.xyz;
    u_xlat2.xyz = u_xlat16_1.xyz * _Grain_Params.xxx;
    u_xlat16_1.x = dot(u_xlat16_0.xyz, vec3(0.212672904, 0.715152204, 0.0721750036));
    u_xlat9 = sqrt(u_xlat16_1.x);
    u_xlat9 = _Grain_Params.y * (-u_xlat9) + 1.0;
    u_xlat0.xyz = u_xlat2.xyz * vec3(u_xlat9) + u_xlat16_0.xyz;
    SV_Target0.xyz = u_xlat0.xyz;
    SV_Target0.w = 1.0;
    return;
}

#endif
                               $Globals          _GlobalMipBias                           _Grain_Params                           _Grain_TilingParams                                _BlitTexture                  _Grain_Texture                  $Globals               