uniform vec4 _AdaptParams; uniform sampler2D _CurTex; uniform sampler2D _MainTex; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 valNew_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, tmpvar_1); vec2 tmpvar_4; tmpvar_4 = ((texture2D (_CurTex, tmpvar_1).xy - tmpvar_3.xy) * _AdaptParams.x); valNew_2.xy = (tmpvar_3.xy + (sign(tmpvar_4) * max (vec2(0.00392157, 0.00392157), abs(tmpvar_4) ))); 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; } // inputs: 1, stats: 12 alu 2 tex 0 flow