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]
