"
                app:layout_collapseMode="pin"
                app:popupTheme="@style/PopupOverlay"/>

        </android.support.design.widget.CollapsingToolbarLayout>
    </android.support.design.widget.AppBarLayout>

    <include layout="@layout/content_contour"/>

    <android.support.design.widget.FloatingActionButton
        android:id="@+id/fab"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_margin="@dimen/fab_margin"
        app:layout_anchor="@id/app_bar"
        app:layout_anchorGravity="bottom|end"
        app:srcCompat="@drawable/github"/>

</android.support.design.widget.CoordinatorLayout>


<bx_include_base:../modules/base/profile/template/cover.html />


function y = rescale(x,a,b)

% rescale - rescale data in [a,b]
%
%   y = rescale(x,a,b);
%
%   Copyright (c) 2004 Gabriel Peyr?

if nargin<2
    a = 0;
end
if nargin<3
    b = 1;
end

m = min(x(:));
M = max(x(:));

if M-m<eps
    y = x;
else
    y = (b-a) * (x-m)/(M-m) + a;
end




class C {
  x match {
    case (x: T) :: Nil =>
  }
}


#include <windows.h>

typedef void *HMEMORYMODULE;

HMEMORYMODULE MemoryLoadLibrary(const void *);
FARPROC MemoryGetProcAddress(HMEMORYMODULE, const char *);
void MemoryFreeLibrary(HMEMORYMODULE);


Shader "Hidden/Noise Shader YUV" {
Properties {
	_MainTex ("Base (RGB)", 2D) = "white" {}
	_GrainTex ("Base (RGB)", 2D) = "gray" {}
	_ScratchTex ("Base (RGB)", 2D) = "gray" {}
}

SubShader {
	Pass {
		ZTest Always Cull Off ZWrite Off
				
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct v2f { 
	float4 pos	: SV_POSITION;
	float2 uv	: TEXCOORD0;
	float2 uvg	: TEXCOORD1; // grain
	float2 uvs	: TEXCOORD2; // scratch
}; 

uniform sampler2D _MainTex;
uniform sampler2D _GrainTex;
uniform sampler2D _ScratchTex;

uniform float4 _GrainOffsetScale;
uniform float4 _ScratchOffsetScale;
uniform fixed4 _Intensity; // x=grain, y=scratch

half4 _MainTex_ST;

v2f vert (appdata_img v)
{
	v2f o;
	o.pos = mul (