   ê‚                       ð	  #ifdef VERTEX
#version 150
#extension GL_ARB_explicit_attrib_location : require
#ifdef GL_ARB_shader_bit_encoding
#extension GL_ARB_shader_bit_encoding : enable
#endif

#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
#define UNITY_UNIFORM
#else
#define UNITY_UNIFORM uniform
#endif
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(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 vec2 vs_TEXCOORD0;
vec2 u_xlat0;
int u_xlati0;
uvec3 u_xlatu0;
void main()
{
    u_xlati0 = gl_VertexID << (1 & int(0x1F));
    u_xlatu0.x = uint(u_xlati0) & 2u;
    u_xlatu0.z = 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 150
#extension GL_ARB_explicit_attrib_location : require
#ifdef GL_ARB_shader_bit_encoding
#extension GL_ARB_shader_bit_encoding : enable
#endif

#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
#define UNITY_UNIFORM
#else
#define UNITY_UNIFORM uniform
#endif
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(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 _BlitTexture_TexelSize;
uniform 	float _SampleOffset;
UNITY_LOCATION(0) uniform  sampler2D _BlitTexture;
in  vec2 vs_TEXCOORD0;
layout(location = 0) out vec4 SV_Target0;
vec4 u_xlat0;
vec4 u_xlat1;
vec4 u_xlat2;
void main()
{
    u_xlat0 = vec4(_SampleOffset) * vec4(-1.0, -1.0, 1.0, 1.0);
    u_xlat1 = _BlitTexture_TexelSize.xyxy * u_xlat0.xyzy + vs_TEXCOORD0.xyxy;
    u_xlat0 = _BlitTexture_TexelSize.xyxy * u_xlat0.xwzw + vs_TEXCOORD0.xyxy;
    u_xlat2 = texture(_BlitTexture, u_xlat1.xy, _GlobalMipBias.x);
    u_xlat1 = texture(_BlitTexture, u_xlat1.zw, _GlobalMipBias.x);
    u_xlat1 = u_xlat1 + u_xlat2;
    u_xlat2 = texture(_BlitTexture, u_xlat0.xy, _GlobalMipBias.x);
    u_xlat0 = texture(_BlitTexture, u_xlat0.zw, _GlobalMipBias.x);
    u_xlat1 = u_xlat1 + u_xlat2;
    u_xlat0 = u_xlat0 + u_xlat1;
    SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25);
    return;
}

#endif
                                  $Globals$         _GlobalMipBias                _BlitTexture_TexelSize               _SampleOffset                            _BlitTexture                             $Globals    ÿÿÿÿ            