var assets ={
    a0:{
        type:"Material",
        name:"Test",
        properties:{
            _MainCol:[0.5441177, 0.3940163, 0, 1],
            _SpecCol:[0.5367647, 0.5367647, 0.5367647, 1],
            _Diff:[0.5],
            _AmbCol:[0.1323529, 0.1232252, 0, 0],
            _Spec:[0.6],
            _SpecPow:[5]
        },
        shader:{__assetRef:"89"}
    },
    a1:{type:"Mesh", fileName:"m001.f"},
    a2:{type:"Mesh", fileName:"m002.f"},
    a3:{type:"Mesh", fileName:"m003.f"},
    a4:{type:"Mesh", fileName:"m004.f"},
    a5:{type:"Mesh", fileName:"m005.f"},
    a6:{type:"Mesh", fileName:"m006.f"},
    a7:{type:"Mesh", fileName:"m007.f"},
    a8:{type:"Mesh", fileName:"m008.f"},
    a9:{type:"Mesh", fileName:"m009.f"},
    a10:{type:"Mesh", fileName:"m010.f"},
    a11:{type:"Mesh", fileName:"m011.f"},
    a12:{type:"Mesh", fileName:"m012.f"},
    a13:{type:"Mesh", fileName:"m013.f"},
    a14:{type:"Mesh", fileName:"m014.f"},
    a15:{type:"Mesh", fileName:"m015.f"},
    a16:{type:"Mesh", fileName:"m016.f"},
    a17:{type:"Mesh", fileName:"m017.f"},
    a18:{type:"Mesh", fileName:"m018.f"},
    a19:{type:"Mesh", fileName:"m019.f"},
    a20:{type:"Mesh", fileName:"m020.f"},
    a21:{type:"Mesh", fileName:"m021.f"},
    a22:{type:"Mesh", fileName:"m022.f"},
    a23:{type:"Mesh", fileName:"m023.f"},
    a24:{type:"Mesh", fileName:"m024.f"},
    a25:{type:"Mesh", fileName:"m025.f"},
    a26:{type:"Mesh", fileName:"m026.f"},
    a27:{type:"Mesh", fileName:"m027.f"},
    a28:{type:"Mesh", fileName:"m028.f"},
    a29:{type:"Mesh", fileName:"m029.f"},
    a30:{type:"Mesh", fileName:"m030.f"},
    a31:{type:"Mesh", fileName:"m031.f"},
    a32:{type:"Mesh", fileName:"m032.f"},
    a33:{type:"Mesh", fileName:"m033.f"},
    a34:{type:"Mesh", fileName:"m034.f"},
    a35:{type:"Mesh", fileName:"m035.f"},
    a36:{type:"Mesh", fileName:"m036.f"},
    a37:{type:"Mesh", fileName:"m037.f"},
    a38:{type:"Mesh", fileName:"m038.f"},
    a39:{type:"Mesh", fileName:"m039.f"},
    a40:{type:"Mesh", fileName:"m040.f"},
    a41:{type:"Mesh", fileName:"m041.f"},
    a42:{type:"Mesh", fileName:"m042.f"},
    a43:{type:"Mesh", fileName:"m043.f"},
    a44:{type:"Mesh", fileName:"m044.f"},
    a45:{type:"Mesh", fileName:"m045.f"},
    a46:{type:"Mesh", fileName:"m046.f"},
    a47:{type:"Mesh", fileName:"m047.f"},
    a48:{type:"Mesh", fileName:"m048.f"},
    a49:{type:"Mesh", fileName:"m049.f"},
    a50:{type:"Mesh", fileName:"m050.f"},
    a51:{type:"Mesh", fileName:"m051.f"},
    a52:{type:"Mesh", fileName:"m052.f"},
    a53:{type:"Mesh", fileName:"m053.f"},
    a54:{type:"Mesh", fileName:"m054.f"},
    a55:{type:"Mesh", fileName:"m055.f"},
    a56:{type:"Mesh", fileName:"m056.f"},
    a57:{type:"Mesh", fileName:"m057.f"},
    a58:{type:"Mesh", fileName:"m058.f"},
    a59:{type:"Mesh", fileName:"m059.f"},
    a60:{type:"Mesh", fileName:"m060.f"},
    a61:{type:"Mesh", fileName:"m061.f"},
    a62:{type:"AudioClip", fileName:"a062.mp3"},
    a63:{type:"RenderTexture", width: 1920, height: 1080	},
    a64:{
        type:"Material",
        name:"Background",
        properties:{
            _MainTex:{__assetRef:"91"},
            _CamDir:[0, 0.1462989, 0.9892404, 0],
            _CamUp:[0, 0.9892404, -0.1462989, 0],
            _CamRight:[1, 0, 0, 0],
            _Z:[0.6132702],
            _Mul:[1]
        },
        shader:{__assetRef:"90"}
    },
    a65:{
        type:"Material",
        name:"CombineSceneAndOverlay",
        properties:{
            _Tex0:{__assetRef:"63"}, _Tex1:{__assetRef:"93"}, _Tex1Add:[0], _Tex1Mul:[5]
        },
        shader:{__assetRef:"92"}
    },
    a66:{
        type:"Material",
        name:"CombineBlurAndScene",
        properties:{
            _Tex0:{__assetRef:"71"}, _Tex1:{__assetRef:"73"}, _Tex1Add:[-0.05], _Tex1Mul:[1.5]
        },
        shader:{__assetRef:"94"}
    },
    a67:{type:"RenderTexture", width: 960, height: 540	},
    a68:{
        type:"Material",
        name:"Edge",
        properties:{
            _MainTex:{__assetRef:"63"},
            _t:[0.001],
            _m:[33.33],
            _c1:[0.5441177, 0.5441177, 0.5441177, 1],
            _c2:[0, 0, 0, 0]
        },
        shader:{__assetRef:"95"}
    },
    a69:{type:"RenderTexture", width: 960, height: 540	},
    a70:{
        type:"Material",
        name:"EdgeSmooth",
        properties:{
            _MainTex:{__assetRef:"67"}, _Radius:[0.005]
        },
        shader:{__assetRef:"96"}
    },
    a71:{type:"RenderTexture", width: 1920, height: 1080	},
    a72:{
        type:"Material",
        name:"CombineEdge",
        properties:{
            _Tex0:{__assetRef:"63"}, _Tex1:{__assetRef:"69"}, _Tex1Add:[0], _Tex1Mul:[5]
        },
        shader:{__assetRef:"97"}
    },
    a73:{type:"RenderTexture", width: 960, height: 540	},
    a74:{
        type:"Material",
        name:"BlurSceneTexture",
        properties:{
            _MainTex:{__assetRef:"71"}, _Radius:[0.04]
        },
        shader:{__assetRef:"96"}
    },
    a75:{
        type:"Material",
        name:"dark gree",
        properties:{
            _MainCol:[1, 0.7655173, 0, 1],
            _SpecCol:[1, 1, 1, 1],
            _Diff:[1.8],
            _AmbCol:[0, 0, 0, 0],
            _Spec:[0.35],
            _SpecPow:[6.7]
        },
        shader:{__assetRef:"89"}
    },
    a76:{
        type:"Material",
        name:"Test 1",
        properties:{
            _MainCol:[0.6985294, 0.5724257, 0.2414035, 1],
            _SpecCol:[1, 1, 1, 1],
            _Diff:[1],
            _AmbCol:[0.1323529, 0.08836506, 0.02238322, 0],
            _Spec:[1],
            _SpecPow:[5]
        },
        shader:{__assetRef:"89"}
    },
    a77:{
        type:"Material",
        name:"Test 3",
        properties:{
            _MainCol:[1, 0.724138, 0, 1],
            _SpecCol:[1, 1, 1, 1],
            _Diff:[0.6],
            _AmbCol:[0.2867647, 0.2146373, 0.02530277, 0],
            _Spec:[1],
            _SpecPow:[10]
        },
        shader:{__assetRef:"89"}
    },
    a78:{type:"Mesh", fileName:"m078.f"},
    a79:{
        type:"Material",
        name:"JoroTaulu",
        properties:{
            _MainTex:{__assetRef:"99"},
            _MainCol:[0.7573529, 0.7364604, 0, 1],
            _SpecCol:[0, 0, 0, 1],
            _Diff:[1.7],
            _Spec:[0.59],
            _SpecPow:[2.42]
        },
        shader:{__assetRef:"98"}
    },
    a80:{type:"Mesh", fileName:"m080.f"},
    a81:{type:"Mesh", fileName:"m081.f"},
    a82:{
        type:"Material",
        name:"Joro",
        properties:{
            _MainCol:[1, 0.6413793, 0, 1],
            _SpecCol:[0, 0, 0, 1],
            _Diff:[0.5],
            _AmbCol:[0.1029412, 0.0745436, 0, 0],
            _Spec:[0],
            _SpecPow:[10.36]
        },
        shader:{__assetRef:"89"}
    },
    a83:{type:"Mesh", fileName:"m083.f"},
    a84:{type:"Mesh", fileName:"m084.f"},
    a85:{type:"Mesh", fileName:"m085.f"},
    a86:{
        type:"Material",
        name:"uvtexture",
        properties:{
            _MainCol:[0.8161765, 0.5910243, 0, 1],
            _SpecCol:[1, 1, 1, 1],
            _Diff:[1.5],
            _AmbCol:[0, 0, 0, 0],
            _Spec:[0.75],
            _SpecPow:[2.34]
        },
        shader:{__assetRef:"89"}
    },
    a87:{
        type:"Material",
        name:"material_2.004",
        properties:{
            _MainCol:[1, 1, 1, 1],
            _SpecCol:[1, 1, 1, 1],
            _Diff:[0.56],
            _AmbCol:[0, 0, 0, 0],
            _Spec:[0],
            _SpecPow:[1]
        },
        shader:{__assetRef:"89"}
    },
    a88:{
        type:"Material",
        name:"Test 4",
        properties:{
            _MainCol:[0.5441177, 0.3940163, 0, 1],
            _SpecCol:[1, 1, 1, 1],
            _Diff:[0.5],
            _AmbCol:[0.3602941, 0.2459939, 0, 0],
            _Spec:[2.16],
            _SpecPow:[4.51]
        },
        shader:{__assetRef:"89"}
    },
    a89:{
        type:"Shader",
        name:"f/Materials/Simple Specular",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec3 _glesNormal;\
uniform highp mat4 glstate_matrix_mvp;\
uniform highp mat4 glstate_matrix_modelview0;\
uniform highp mat4 unity_MatrixV;\
varying highp vec3 xlv_TEXCOORD0;\
varying highp vec3 xlv_TEXCOORD1;\
varying highp vec3 xlv_TEXCOORD2;\
void main ()\
{\
  highp vec3 tmpvar_1;\
  tmpvar_1 = _glesVertex.xyz;\
  highp vec4 tmpvar_2;\
  tmpvar_2.w = 1.0;\
  tmpvar_2.xyz = tmpvar_1;\
  highp vec4 tmpvar_3;\
  tmpvar_3.w = 0.0;\
  tmpvar_3.xyz = normalize(_glesNormal);\
  highp vec4 tmpvar_4;\
  tmpvar_4.w = 1.0;\
  tmpvar_4.xyz = tmpvar_1;\
  gl_Position = (glstate_matrix_mvp * tmpvar_2);\
  xlv_TEXCOORD0 = (glstate_matrix_modelview0 * tmpvar_3).xyz;\
  xlv_TEXCOORD1 = (unity_MatrixV * vec4(0.0, 0.8944272, -0.4472136, 0.0)).xyz;\
  xlv_TEXCOORD2 = normalize((glstate_matrix_modelview0 * tmpvar_4).xyz);\
}\
\
\
\
",
                fs:"\
\
uniform mediump vec4 _MainCol;\
uniform mediump vec4 _SpecCol;\
uniform mediump vec4 _AmbCol;\
uniform mediump float _Diff;\
uniform mediump float _Spec;\
uniform mediump float _SpecPow;\
varying highp vec3 xlv_TEXCOORD0;\
varying highp vec3 xlv_TEXCOORD1;\
varying highp vec3 xlv_TEXCOORD2;\
void main ()\
{\
  mediump vec4 tmpvar_1;\
  highp vec3 tmpvar_2;\
  tmpvar_2 = normalize(xlv_TEXCOORD1);\
  highp vec3 tmpvar_3;\
  tmpvar_3 = normalize(xlv_TEXCOORD0);\
  highp vec4 tmpvar_4;\
  tmpvar_4.xyz = (((\
    (_MainCol.xyz * abs(dot (tmpvar_2, tmpvar_3)))\
   * _Diff) + (\
    (_SpecCol.xyz * pow (abs(dot (tmpvar_3, \
      normalize((normalize(xlv_TEXCOORD2) + tmpvar_2))\
    )), _SpecPow))\
   * _Spec)) + _AmbCol.xyz);\
  tmpvar_4.w = _MainCol.w;\
  tmpvar_1 = tmpvar_4;\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a90:{
        type:"Shader",
        name:"f/Postprocess/Simudemo Background",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  mediump vec2 tmpvar_1;\
  highp vec2 tmpvar_2;\
  tmpvar_2 = _glesMultiTexCoord0.xy;\
  tmpvar_1 = tmpvar_2;\
  gl_Position = (glstate_matrix_mvp * _glesVertex);\
  xlv_TEXCOORD0 = tmpvar_1;\
}\
\
\
\
",
                fs:"\
\
uniform sampler2D _MainTex;\
uniform highp float _Z;\
uniform highp float _T;\
uniform highp vec4 _CamDir;\
uniform highp vec4 _CamUp;\
uniform highp vec4 _CamRight;\
uniform highp float _Mul;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  lowp vec4 tmpvar_1;\
  highp vec4 tx2_2;\
  highp vec4 tx1_3;\
  highp vec2 d_4;\
  mediump vec2 tmpvar_5;\
  tmpvar_5 = ((xlv_TEXCOORD0 - vec2(0.5, 0.5)) * 2.0);\
  d_4 = tmpvar_5;\
  highp vec3 tmpvar_6;\
  tmpvar_6 = normalize(((\
    (_CamDir * _Z)\
   + \
    (_CamRight * d_4.x)\
  ) + (_CamUp * d_4.y))).xyz;\
  highp float tmpvar_7;\
  tmpvar_7 = (1.570796 - (sign(tmpvar_6.x) * (1.570796 - \
    (sqrt((1.0 - abs(tmpvar_6.x))) * (1.570796 + (abs(tmpvar_6.x) * (-0.2146018 + \
      (abs(tmpvar_6.x) * (0.08656672 + (abs(tmpvar_6.x) * -0.03102955)))\
    ))))\
  )));\
  highp float tmpvar_8;\
  tmpvar_8 = (1.570796 - (sign(tmpvar_6.y) * (1.570796 - \
    (sqrt((1.0 - abs(tmpvar_6.y))) * (1.570796 + (abs(tmpvar_6.y) * (-0.2146018 + \
      (abs(tmpvar_6.y) * (0.08656672 + (abs(tmpvar_6.y) * -0.03102955)))\
    ))))\
  )));\
  highp vec2 tmpvar_9;\
  tmpvar_9.x = tmpvar_7;\
  highp float cse_10;\
  cse_10 = (_T * 0.5);\
  tmpvar_9.y = (tmpvar_8 + cse_10);\
  highp vec2 P_11;\
  P_11 = (tmpvar_9 * vec2(0.4, 1.0));\
  lowp vec4 tmpvar_12;\
  tmpvar_12 = (texture2D (_MainTex, P_11) * 0.5);\
  tx1_3 = tmpvar_12;\
  highp vec2 tmpvar_13;\
  tmpvar_13.x = (tmpvar_7 + 0.5);\
  tmpvar_13.y = (tmpvar_8 - cse_10);\
  highp vec2 P_14;\
  P_14 = (tmpvar_13 * vec2(0.4, 1.0));\
  lowp vec4 tmpvar_15;\
  tmpvar_15 = (texture2D (_MainTex, P_14) * 0.5);\
  tx2_2 = tmpvar_15;\
  highp vec4 tmpvar_16;\
  tmpvar_16 = (tx1_3 * tx2_2);\
  tmpvar_1 = ((tmpvar_16 * 1.5) * _Mul);\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a91:{type:"Texture2D", fileName:"t091.png"},
    a92:{
        type:"Shader",
        name:"f/Postprocess/Combine Transparent2",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  mediump vec2 tmpvar_1;\
  highp vec2 tmpvar_2;\
  tmpvar_2 = _glesMultiTexCoord0.xy;\
  tmpvar_1 = tmpvar_2;\
  gl_Position = (glstate_matrix_mvp * _glesVertex);\
  xlv_TEXCOORD0 = tmpvar_1;\
}\
\
\
\
",
                fs:"\
\
uniform sampler2D _Tex0;\
uniform sampler2D _Tex1;\
uniform highp float _T;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  lowp vec4 tmpvar_1;\
  highp vec4 c1_2;\
  highp vec4 c0_3;\
  lowp vec4 tmpvar_4;\
  tmpvar_4 = texture2D (_Tex0, xlv_TEXCOORD0);\
  c0_3 = tmpvar_4;\
  lowp vec4 tmpvar_5;\
  highp vec2 P_6;\
  P_6 = (xlv_TEXCOORD0 + vec2(_T));\
  tmpvar_5 = texture2D (_Tex1, P_6);\
  c1_2 = tmpvar_5;\
  tmpvar_1 = ((c0_3 * (\
    (c1_2 + 0.75)\
   / 1.75)) * 1.5);\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a93:{type:"Texture2D", fileName:"t093.png"},
    a94:{
        type:"Shader",
        name:"f/Postprocess/Combine",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  mediump vec2 tmpvar_1;\
  highp vec2 tmpvar_2;\
  tmpvar_2 = _glesMultiTexCoord0.xy;\
  tmpvar_1 = tmpvar_2;\
  gl_Position = (glstate_matrix_mvp * _glesVertex);\
  xlv_TEXCOORD0 = tmpvar_1;\
}\
\
\
\
",
                fs:"\
\
uniform sampler2D _Tex0;\
uniform sampler2D _Tex1;\
uniform highp float _Tex1Add;\
uniform highp float _Tex1Mul;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  lowp vec4 tmpvar_1;\
  highp vec4 c1_2;\
  highp vec4 c0_3;\
  lowp vec4 tmpvar_4;\
  tmpvar_4 = texture2D (_Tex0, xlv_TEXCOORD0);\
  c0_3 = tmpvar_4;\
  lowp vec4 tmpvar_5;\
  tmpvar_5 = texture2D (_Tex1, xlv_TEXCOORD0);\
  c1_2 = tmpvar_5;\
  highp vec4 tmpvar_6;\
  tmpvar_6 = max (((c1_2 + _Tex1Add) * _Tex1Mul), vec4(0.0, 0.0, 0.0, 0.0));\
  tmpvar_1 = (c0_3 + tmpvar_6);\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a95:{
        type:"Shader",
        name:"f/Postprocess/Edge Detect",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  mediump vec2 tmpvar_1;\
  highp vec2 tmpvar_2;\
  tmpvar_2 = _glesMultiTexCoord0.xy;\
  tmpvar_1 = tmpvar_2;\
  gl_Position = (glstate_matrix_mvp * _glesVertex);\
  xlv_TEXCOORD0 = tmpvar_1;\
}\
\
\
\
",
                fs:"\
\
uniform sampler2D _MainTex;\
uniform mediump vec4 _c1;\
uniform highp float _t;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  lowp vec4 tmpvar_1;\
  highp vec4 cols_0_2;\
  highp vec4 cols_1_3;\
  highp vec4 cols_2_4;\
  highp vec4 cols_3_5;\
  lowp vec4 tmpvar_6;\
  highp vec2 P_7;\
  P_7 = (xlv_TEXCOORD0 + (vec2(-1.777778, 0.0) * _t));\
  tmpvar_6 = texture2D (_MainTex, P_7);\
  cols_0_2 = tmpvar_6;\
  lowp vec4 tmpvar_8;\
  highp vec2 P_9;\
  P_9 = (xlv_TEXCOORD0 + (vec2(1.777778, 0.0) * _t));\
  tmpvar_8 = texture2D (_MainTex, P_9);\
  cols_1_3 = tmpvar_8;\
  lowp vec4 tmpvar_10;\
  highp vec2 P_11;\
  P_11 = (xlv_TEXCOORD0 + (vec2(0.0, -1.0) * _t));\
  tmpvar_10 = texture2D (_MainTex, P_11);\
  cols_2_4 = tmpvar_10;\
  lowp vec4 tmpvar_12;\
  highp vec2 P_13;\
  P_13 = (xlv_TEXCOORD0 + (vec2(0.0, 1.0) * _t));\
  tmpvar_12 = texture2D (_MainTex, P_13);\
  cols_3_5 = tmpvar_12;\
  highp vec4 tmpvar_14;\
  tmpvar_14 = abs((cols_0_2 - cols_1_3));\
  highp vec4 tmpvar_15;\
  tmpvar_15 = abs((cols_2_4 - cols_3_5));\
  if (((tmpvar_14.x + tmpvar_15.x) > 0.15)) {\
    tmpvar_1 = _c1;\
  } else {\
    tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);\
  };\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a96:{
        type:"Shader",
        name:"f/Postprocess/Blur",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  mediump vec2 tmpvar_1;\
  highp vec2 tmpvar_2;\
  tmpvar_2 = _glesMultiTexCoord0.xy;\
  tmpvar_1 = tmpvar_2;\
  gl_Position = (glstate_matrix_mvp * _glesVertex);\
  xlv_TEXCOORD0 = tmpvar_1;\
}\
\
\
\
",
                fs:"\
\
uniform sampler2D _MainTex;\
uniform highp float _Radius;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  lowp vec4 tmpvar_1;\
  highp vec2 tx_2;\
  tx_2 = xlv_TEXCOORD0;\
  highp vec2 d_3;\
  d_3 = (vec2(1.0, 0.0) * _Radius);\
  highp float w_5;\
  highp vec4 col_6;\
  col_6 = vec4(0.0, 0.0, 0.0, 0.0);\
  w_5 = 0.0;\
  for (int i_4 = 0; i_4 < 80; i_4++) {\
    highp float tmpvar_7;\
    tmpvar_7 = (float(i_4) / 79.0);\
    highp float tmpvar_8;\
    tmpvar_8 = (2.0 * tmpvar_7);\
    highp float tmpvar_9;\
    tmpvar_9 = (((1.0 - tmpvar_7) + 1.0) * 0.5);\
    highp float tmpvar_10;\
    if ((tmpvar_7 > 0.5)) {\
      tmpvar_10 = (((3.0 - \
        (2.0 * tmpvar_9)\
      ) * tmpvar_9) * tmpvar_9);\
    } else {\
      tmpvar_10 = (((3.0 - \
        (2.0 * tmpvar_8)\
      ) * tmpvar_8) * tmpvar_8);\
    };\
    highp vec2 tmpvar_11;\
    tmpvar_11 = (tx_2 + (d_3 * (-0.5 + \
      (float(i_4) / 79.0)\
    )));\
    lowp vec4 tmpvar_12;\
    tmpvar_12 = texture2D (_MainTex, tmpvar_11);\
    col_6 = (col_6 + (tmpvar_12 * tmpvar_10));\
    w_5 = (w_5 + tmpvar_10);\
  };\
  highp vec4 tmpvar_13;\
  tmpvar_13 = (col_6 / w_5);\
  col_6 = tmpvar_13;\
  tmpvar_1 = tmpvar_13;\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            },
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  mediump vec2 tmpvar_1;\
  highp vec2 tmpvar_2;\
  tmpvar_2 = _glesMultiTexCoord0.xy;\
  tmpvar_1 = tmpvar_2;\
  gl_Position = (glstate_matrix_mvp * _glesVertex);\
  xlv_TEXCOORD0 = tmpvar_1;\
}\
\
\
\
",
                fs:"\
\
uniform highp float _Radius;\
uniform sampler2D _GrabTexture;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  lowp vec4 tmpvar_1;\
  highp vec2 tx_2;\
  tx_2 = xlv_TEXCOORD0;\
  highp vec2 d_3;\
  d_3 = (vec2(0.0, 1.0) * _Radius);\
  highp float w_5;\
  highp vec4 col_6;\
  col_6 = vec4(0.0, 0.0, 0.0, 0.0);\
  w_5 = 0.0;\
  for (int i_4 = 0; i_4 < 80; i_4++) {\
    highp float tmpvar_7;\
    tmpvar_7 = (float(i_4) / 79.0);\
    highp float tmpvar_8;\
    tmpvar_8 = (2.0 * tmpvar_7);\
    highp float tmpvar_9;\
    tmpvar_9 = (((1.0 - tmpvar_7) + 1.0) * 0.5);\
    highp float tmpvar_10;\
    if ((tmpvar_7 > 0.5)) {\
      tmpvar_10 = (((3.0 - \
        (2.0 * tmpvar_9)\
      ) * tmpvar_9) * tmpvar_9);\
    } else {\
      tmpvar_10 = (((3.0 - \
        (2.0 * tmpvar_8)\
      ) * tmpvar_8) * tmpvar_8);\
    };\
    highp vec2 tmpvar_11;\
    tmpvar_11 = (tx_2 + (d_3 * (-0.5 + \
      (float(i_4) / 79.0)\
    )));\
    lowp vec4 tmpvar_12;\
    tmpvar_12 = texture2D (_GrabTexture, tmpvar_11);\
    col_6 = (col_6 + (tmpvar_12 * tmpvar_10));\
    w_5 = (w_5 + tmpvar_10);\
  };\
  highp vec4 tmpvar_13;\
  tmpvar_13 = (col_6 / w_5);\
  col_6 = tmpvar_13;\
  tmpvar_1 = tmpvar_13;\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a97:{
        type:"Shader",
        name:"f/Postprocess/Combine Transparent",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  mediump vec2 tmpvar_1;\
  highp vec2 tmpvar_2;\
  tmpvar_2 = _glesMultiTexCoord0.xy;\
  tmpvar_1 = tmpvar_2;\
  gl_Position = (glstate_matrix_mvp * _glesVertex);\
  xlv_TEXCOORD0 = tmpvar_1;\
}\
\
\
\
",
                fs:"\
\
uniform sampler2D _Tex0;\
uniform sampler2D _Tex1;\
varying mediump vec2 xlv_TEXCOORD0;\
void main ()\
{\
  lowp vec4 tmpvar_1;\
  highp vec4 c1_2;\
  highp vec4 c0_3;\
  lowp vec4 tmpvar_4;\
  tmpvar_4 = texture2D (_Tex0, xlv_TEXCOORD0);\
  c0_3 = tmpvar_4;\
  lowp vec4 tmpvar_5;\
  tmpvar_5 = texture2D (_Tex1, xlv_TEXCOORD0);\
  c1_2 = tmpvar_5;\
  tmpvar_1 = (c0_3 - c1_2);\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a98:{
        type:"Shader",
        name:"f/Materials/Simple Specular Textured",
        passes:[
            {
                vs:"\
\
attribute vec4 _glesVertex;\
attribute vec3 _glesNormal;\
attribute vec4 _glesMultiTexCoord0;\
uniform highp mat4 glstate_matrix_mvp;\
uniform highp mat4 glstate_matrix_modelview0;\
uniform highp mat4 unity_MatrixV;\
varying highp vec3 xlv_TEXCOORD0;\
varying highp vec3 xlv_TEXCOORD1;\
varying highp vec3 xlv_TEXCOORD2;\
varying highp vec2 xlv_TEXCOORD3;\
void main ()\
{\
  highp vec3 tmpvar_1;\
  tmpvar_1 = _glesVertex.xyz;\
  highp vec4 tmpvar_2;\
  tmpvar_2.w = 1.0;\
  tmpvar_2.xyz = tmpvar_1;\
  highp vec4 tmpvar_3;\
  tmpvar_3.w = 0.0;\
  tmpvar_3.xyz = normalize(_glesNormal);\
  highp vec4 tmpvar_4;\
  tmpvar_4.w = 1.0;\
  tmpvar_4.xyz = tmpvar_1;\
  gl_Position = (glstate_matrix_mvp * tmpvar_2);\
  xlv_TEXCOORD0 = (glstate_matrix_modelview0 * tmpvar_3).xyz;\
  xlv_TEXCOORD1 = (unity_MatrixV * vec4(0.0, -0.8944272, -0.4472136, 0.0)).xyz;\
  xlv_TEXCOORD2 = normalize((glstate_matrix_modelview0 * tmpvar_4).xyz);\
  xlv_TEXCOORD3 = _glesMultiTexCoord0.xy;\
}\
\
\
\
",
                fs:"\
\
uniform mediump vec4 _MainCol;\
uniform mediump vec4 _SpecCol;\
uniform mediump float _Diff;\
uniform mediump float _Spec;\
uniform mediump float _SpecPow;\
uniform sampler2D _MainTex;\
varying highp vec3 xlv_TEXCOORD0;\
varying highp vec3 xlv_TEXCOORD1;\
varying highp vec3 xlv_TEXCOORD2;\
varying highp vec2 xlv_TEXCOORD3;\
void main ()\
{\
  mediump vec4 tmpvar_1;\
  highp vec3 tmpvar_2;\
  tmpvar_2 = normalize(xlv_TEXCOORD1);\
  highp vec3 tmpvar_3;\
  tmpvar_3 = normalize(xlv_TEXCOORD0);\
  lowp vec4 tmpvar_4;\
  tmpvar_4 = texture2D (_MainTex, xlv_TEXCOORD3);\
  highp vec4 tmpvar_5;\
  tmpvar_5.xyz = (((\
    (tmpvar_4.xyz * _MainCol.xyz)\
   * \
    clamp (dot (tmpvar_2, tmpvar_3), 0.0, 1.0)\
  ) * _Diff) + ((_SpecCol.xyz * \
    pow (dot (tmpvar_3, normalize((\
      normalize(xlv_TEXCOORD2)\
     + tmpvar_2))), _SpecPow)\
  ) * _Spec));\
  tmpvar_5.w = _MainCol.w;\
  tmpvar_1 = tmpvar_5;\
  gl_FragData[0] = tmpvar_1;\
}\
\
\
\
"
            }
        ]
    },
    a99:{type:"Texture2D", fileName:"t099.png"}
};