Shader not compile.please help

I want to try the shader of the this sites.

Shader "Hidden/Vignetting" {
	Properties {
		_MainTex ("Base", 2D) = "white" {}
		_VignetteTex ("Vignette", 2D) = "white" {}
		_GlitchTex ("Glitch", 2D) = "white" {}
	}
	
	CGINCLUDE
	
	#pragma target 3.0 
	#include "UnityCG.cginc"
	
	struct v2f {
		float4 pos : POSITION;
		float2 uv : TEXCOORD0;
		float2 uv2 : TEXCOORD1;
	};
	
	sampler2D _MainTex;
	sampler2D _VignetteTex;
	sampler2D _GlitchTex;
	
	half _Intensity;
	half _Blur;
	half _GlitchIntensity;
	half _GlitchTweak;
	half _GlitchRadial;
	half _GlitchCRT;
	
	half _ScanDirection;
	half _ScanIntensity;

	float4 _MainTex_TexelSize;
		
	v2f vert( appdata_img v ) {
		v2f o;
		o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv = v.texcoord.xy;
		o.uv2 = v.texcoord.xy;

		#if UNITY_UV_STARTS_AT_TOP
		if (_MainTex_TexelSize.y < 0)
			 o.uv2.y = 1.0 - o.uv2.y;
		#endif

		return o;
	} 

	static float d = 1.25;
	static float R = 4.0;
	static float2 angle = float2( 0.0,-0.0 );
	
    float intersect(float2 xy, float2 sinangle, float2 cosangle)
    {
            float A = dot(-xy,xy)+d*d;
            float B = 2.0*(_GlitchTweak*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);
            float C = d*d + 2.0*_GlitchTweak*d*cosangle.x*cosangle.y;
            return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
    }
	
    float2 bkwtrans( float2 xy, float2 sinangle, float2 cosangle )
    {
        float c = intersect(xy, sinangle, cosangle);
        float2 point = float2(c)*xy;
        return point;
    }
	
    float2 radialDistortion(float2 coord, float2 screenSize) 
    {
        float2 aspect = float2( 1.0, ( screenSize.y / screenSize.x ) * _GlitchTweak );
        float2 cd = ( coord - float2( 0.5 ) ) * aspect;
        return ( bkwtrans( cd, sin( angle ), cos( angle ) ) / aspect + float2( 0.5 ) );

    }

    float4 scanlineWeights(float distance, float4 color)
    {
        float4 wid = 2.0 + 2.0 * pow(color, float4(4.0));
        float4 weights = float4(distance / 0.3);
        return 2.0 * exp(-pow(weights * rsqrt(0.25 * wid), wid)) / (0.6 + 0.2 * wid);
    }

	half4 frag(v2f i) : COLOR 
	{
		float2 aspect = float2( 1.0, _ScreenParams.y / _ScreenParams.x );
		float2 screenSize = float2( _ScreenParams.x, _ScreenParams.y ) * aspect;
		float2 pix = 1.0 / screenSize.xy;	
		float2 uv = i.uv.xy;

		float2 xy = radialDistortion( i.uv.xy, screenSize );
        
		half2 coords = i.uv2;
		coords = (coords - 0.5) * 2.0;		
		half coordDot = dot( coords, coords );
		float mask = 1.0 - ( coordDot * _Intensity * 0.1 );

		float2 ratio_scale = ( xy * screenSize.xy - float2(0.5) );
		float2 uv_ratio = frac( ratio_scale );
		float distort = mask * 0.1;
		
		float distortRadial = _GlitchRadial * scanlineWeights( sin( _Time.y ) * 0.001  + abs( uv_ratio.y ) - ( 1.0 - uv_ratio.y ), 0.0 ).x * 0.25;
		float scanline = fmod( 40 * ( 4 + _Time.x ) - xy.y * screenSize.y * 0.125, 1.0 ) * 0.25;
		distort += distortRadial * scanline * 0.75;

		float crt = pow( sin( xy.y * screenSize.y * 0.2 ), 0.125 );
		crt *= pow( sin( uv.x * screenSize.x * 0.25 ), 0.125 );
		distort += crt * 0.75 * _GlitchCRT;
		
		float scanlineFinal = pow( sin( 32 * _Time.x + xy.y * screenSize.y * 0.0025 ), 64 );
		distort += scanlineFinal * 0.15 + distort * scanlineFinal * 0.15;
		
		float3 distortionAberrationOffset = float3( 0.125, 0.75, 1.0 );
		
		float2 modUV = float2( distort * _GlitchIntensity * 0.00325, 0.0 );
		float3 sample = tex2D( _MainTex, xy - modUV ).rgb * distortionAberrationOffset;
		float3 sample2 = tex2D( _MainTex, xy + modUV ).rgb * ( 1.0 - distortionAberrationOffset );

		half3 color = ( sample + sample2 );
		color *= mask;
		color *= 0.975 + 0.025 * sin( 110.0 * _Time.y );
		
		float scan = saturate( sin( xy.y * screenSize.y + xy.x * screenSize.x * _ScanDirection ) * _ScanIntensity );
		color -= scan;
		
		float lum = saturate( dot( float3( 0.2125, 0.7154, 0.0721 ), color ) );
		return float4( color.x, color.y, color.z, lum + scan );
	}

	ENDCG 
	
Subshader {
 Pass {
	  ZTest Always Cull Off ZWrite Off
	  Fog { Mode off }      

      CGPROGRAM
      #pragma fragmentoption ARB_precision_hint_fastest 
      #pragma vertex vert
      #pragma fragment frag
      ENDCG
  }
}

Fallback off	
}

However, shader becomes the error.
Shader error in ‘Hidden/Vignetting’: syntax error: unexpected token ‘point’ at line 61
Shader error in ‘Hidden/Vignetting’: syntax error: unexpected token ‘point’ at line 62
Shader error in ‘Hidden/Vignetting’: incorrect number of arguments to numeric-type constructor at line 68

How do I, can I compile?
Please tell me.

I am using the translation software.

thank you.

Your shader is already compiled but it is in the Folder “Hidden” so it isn’t shown. Change the first line to something different like <> Then it should be in the folder MyShader.