uniform vec4 _AdaptParams; uniform sampler2D _CurTex; uniform sampler2D _MainTex; 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); delta_3 = ((texture2D (_CurTex, tmpvar_1).xy - tmpvar_4.xy) * _AdaptParams.x); delta_3 = (sign(delta_3) * max (vec2(0.00392157, 0.00392157), abs(delta_3))); 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; } // stats: 12 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 1 (total size: 0) // #0: _AdaptParams (high float) 4x1 [-1] // textures: 2 // #0: _CurTex (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]