uniform sampler2D _MainTex; uniform sampler2D _CurTex; uniform vec4 _AdaptParams; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 valNew_2; vec2 delta_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1); vec2 tmpvar_5; tmpvar_5 = ((texture2D (_CurTex, tmpvar_1).xy - tmpvar_4.xy) * _AdaptParams.x); delta_3.x = (sign(tmpvar_5.x) * max (0.00392157, abs(tmpvar_5.x))); delta_3.y = (sign(tmpvar_5.y) * max (0.00392157, abs(tmpvar_5.y))); valNew_2.xy = (tmpvar_4.xy + delta_3); valNew_2.x = max (valNew_2.x, _AdaptParams.z); valNew_2.y = min (valNew_2.y, _AdaptParams.y); valNew_2.z = ((valNew_2.x - valNew_2.y) + 0.01); valNew_2.w = (valNew_2.y / valNew_2.z); gl_FragData[0] = valNew_2; }