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#pragma target 4.5
struct ps_input
{
float4 pos : SV_POSITION;
#if USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT
VFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants : TEXCOORD0;
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
VFX_DECLARE_MOTION_VECTORS_STORAGE(1,2)
#endif
UNITY_VERTEX_OUTPUT_STEREO
VFX_VERTEX_OUTPUT_INSTANCE_INDEX
};
#define VFX_VARYING_PS_INPUTS ps_input
#define VFX_VARYING_POSCS pos
#define VFX_VARYING_ALPHA builtInInterpolants.y
#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
#define VFX_VARYING_VELOCITY_CPOS VFX_DECLARE_MOTION_VECTORS_VARYING_NONJITTER
#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS VFX_DECLARE_MOTION_VECTORS_VARYING_PREVIOUS
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
${VFXPassVelocityDefine}
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
${VFXPassDepthDefine}
#endif
${VFXInclude("Shaders/ParticleLines/Pass.template")}
#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 0
${VFXInclude("Shaders/VFXPassDepthCommonFragmentUnlit.template")}