struct v2f_img { vec4 pos; vec2 uv; }; uniform vec4 _AdaptParams; uniform sampler2D _CurTex; uniform sampler2D _MainTex; vec4 frag ( in v2f_img i_1 ) { vec4 valNew_2; vec2 delta_3; vec2 valCur_4; vec2 valAdapted_5; vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, i_1.uv); vec2 tmpvar_7; tmpvar_7 = tmpvar_6.xy; valAdapted_5 = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = texture2D (_CurTex, i_1.uv); vec2 tmpvar_9; tmpvar_9 = tmpvar_8.xy; valCur_4 = tmpvar_9; vec2 tmpvar_10; tmpvar_10 = ((valCur_4 - valAdapted_5) * _AdaptParams.x); delta_3 = tmpvar_10; float tmpvar_11; tmpvar_11 = sign (delta_3.x); float tmpvar_12; tmpvar_12 = abs (delta_3.x); float tmpvar_13; tmpvar_13 = max (0.00392157, tmpvar_12); float tmpvar_14; tmpvar_14 = (tmpvar_11 * tmpvar_13); delta_3.x = tmpvar_14; float tmpvar_15; tmpvar_15 = sign (delta_3.y); float tmpvar_16; tmpvar_16 = abs (delta_3.y); float tmpvar_17; tmpvar_17 = max (0.00392157, tmpvar_16); float tmpvar_18; tmpvar_18 = (tmpvar_15 * tmpvar_17); delta_3.y = vec2(tmpvar_18).y; vec2 tmpvar_19; tmpvar_19 = (valAdapted_5 + delta_3); valNew_2.xy = tmpvar_19.xy.xy; float tmpvar_20; tmpvar_20 = max (valNew_2.x, _AdaptParams.z); float tmpvar_21; tmpvar_21 = tmpvar_20; valNew_2.x = tmpvar_21; float tmpvar_22; tmpvar_22 = min (valNew_2.y, _AdaptParams.y); float tmpvar_23; tmpvar_23 = tmpvar_22; valNew_2.y = vec2(tmpvar_23).y; float tmpvar_24; tmpvar_24 = ((valNew_2.x - valNew_2.y) + 0.01); valNew_2.z = vec3(tmpvar_24).z; float tmpvar_25; tmpvar_25 = (valNew_2.y / valNew_2.z); valNew_2.w = vec4(tmpvar_25).w; return valNew_2; } void main () { v2f_img xlt_i_26; vec4 xl_retval_27; vec4 tmpvar_28; tmpvar_28 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_26.pos = tmpvar_28; vec2 tmpvar_29; tmpvar_29 = gl_TexCoord[0].xy; vec2 tmpvar_30; tmpvar_30 = tmpvar_29; xlt_i_26.uv = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = frag (xlt_i_26); vec4 tmpvar_32; tmpvar_32 = tmpvar_31; xl_retval_27 = tmpvar_32; vec4 tmpvar_33; tmpvar_33 = xl_retval_27.xyzw; vec4 tmpvar_34; tmpvar_34 = tmpvar_33; gl_FragData[0] = tmpvar_34; }