Shader "Kronal/Color Adjust" {
Properties {
	_MainTex ("Base (RGB)", Rect) = "white" {}
	_InBlack ("Black", Range(0.0, 1.0)) = 0.0
	_InWhite ("White", Range(0.0, 1.0)) = 0.33
	_InGamma ("Gamma", Range(0.0, 5.0)) = 0.75
}

SubShader {
	Pass {
		ZTest Always Cull Off ZWrite Off
		Fog { Mode off }

Program "vp" {
// Vertex combos: 1
//   opengl - ALU: 8 to 8
//   d3d9 - ALU: 8 to 8
//   d3d11 - ALU: 2 to 2, TEX: 0 to 0, FLOW: 1 to 1
//   d3d11_9x - ALU: 2 to 2, TEX: 0 to 0, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
"!!ARBvp1.0
# 8 ALU
PARAM c[9] = { { 0 },
		state.matrix.mvp,
		state.matrix.texture[0] };
TEMP R0;
MOV R0.zw, c[0].x;
MOV R0.xy, vertex.texcoord[0];
DP4 result.texcoord[0].y, R0, c[6];
DP4 result.texcoord[0].x, R0, c[5];
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 8 instructions, 1 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Matrix 4 [glstate_matrix_texture0]
"vs_2_0
; 8 ALU
def c8, 0.00000000, 0, 0, 0
dcl_position0 v0
dcl_texcoord0 v1
mov r0.zw, c8.x
mov r0.xy, v1
dp4 oT0.y, r0, c5
dp4 oT0.x, r0, c4
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "d3d11 " {
Keywords { }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars
Matrix 512 [glstate_matrix_texture0] 4
BindCB "UnityPerDraw" 0
BindCB "UnityPerDrawTexMatrices" 1
// 7 instructions, 1 temp regs, 0 temp arrays:
// ALU 2 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0
eefiecedjlfomejbofdklfcgafioaaodagpgfnjcabaaaaaaciacaaaaadaaaaaa
cmaaaaaaiaaaaaaaniaaaaaaejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl
epfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaaaaaaaaaaabaaaaaaadaaaaaa
aaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa
fdfgfpfagphdgjhegjgpgoaafeeffiedepepfceeaaklklklfdeieefceiabaaaa
eaaaabaafcaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaafjaaaaaeegiocaaa
abaaaaaaccaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaaddcbabaaaabaaaaaa
ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagiaaaaac
abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaa
abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaaagbabaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaa
acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa
egiocaaaaaaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai
dcaabaaaaaaaaaaafgbfbaaaabaaaaaaegiacaaaabaaaaaacbaaaaaadcaaaaak
dccabaaaabaaaaaaegiacaaaabaaaaaacaaaaaaaagbabaaaabaaaaaaegaabaaa
aaaaaaaadoaaaaab"
}

SubProgram "gles " {
Keywords { }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD0;
uniform highp mat4 glstate_matrix_texture0;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = _glesMultiTexCoord0.xy;
  highp vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.x = tmpvar_1.x;
  tmpvar_2.y = tmpvar_1.y;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = (glstate_matrix_texture0 * tmpvar_2).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp float _InWhite;
uniform highp float _InGamma;
uniform highp float _InBlack;
uniform sampler2D _MainTex;
void main ()
{
  mediump vec4 tmpvar_1;
  mediump vec4 original_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
  original_2 = tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = (_InWhite - _InBlack);
  highp vec4 tmpvar_5;
  tmpvar_5.x = pow (((original_2.x - _InBlack) / tmpvar_4), _InGamma);
  tmpvar_5.y = pow (((original_2.y - _InBlack) / tmpvar_4), _InGamma);
  tmpvar_5.z = pow (((original_2.z - _InBlack) / tmpvar_4), _InGamma);
  tmpvar_5.w = original_2.w;
  tmpvar_1 = tmpvar_5;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD0;
uniform highp mat4 glstate_matrix_texture0;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = _glesMultiTexCoord0.xy;
  highp vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.x = tmpvar_1.x;
  tmpvar_2.y = tmpvar_1.y;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = (glstate_matrix_texture0 * tmpvar_2).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD0;
uniform highp float _InWhite;
uniform highp float _InGamma;
uniform highp float _InBlack;
uniform sampler2D _MainTex;
void main ()
{
  mediump vec4 tmpvar_1;
  mediump vec4 original_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
  original_2 = tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = (_InWhite - _InBlack);
  highp vec4 tmpvar_5;
  tmpvar_5.x = pow (((original_2.x - _InBlack) / tmpvar_4), _InGamma);
  tmpvar_5.y = pow (((original_2.y - _InBlack) / tmpvar_4), _InGamma);
  tmpvar_5.z = pow (((original_2.z - _InBlack) / tmpvar_4), _InGamma);
  tmpvar_5.w = original_2.w;
  tmpvar_1 = tmpvar_5;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "flash " {
Keywords { }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Matrix 4 [glstate_matrix_texture0]
"agal_vs
c8 0.0 0.0 0.0 0.0
[bc]
aaaaaaaaaaaaamacaiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.zw, c8.x
aaaaaaaaaaaaadacadaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, a3
bdaaaaaaaaaaacaeaaaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 v0.y, r0, c5
bdaaaaaaaaaaabaeaaaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 v0.x, r0, c4
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
"
}

SubProgram "d3d11_9x " {
Keywords { }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars
Matrix 512 [glstate_matrix_texture0] 4
BindCB "UnityPerDraw" 0
BindCB "UnityPerDrawTexMatrices" 1
// 7 instructions, 1 temp regs, 0 temp arrays:
// ALU 2 float, 0 int, 0 uint
// TEX 0 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"vs_4_0_level_9_1
eefiecedkjfdmdegebiaplcnddhiannceeeaamhgabaaaaaaceadaaaaaeaaaaaa
daaaaaaaciabaaaahiacaaaammacaaaaebgpgodjpaaaaaaapaaaaaaaaaacpopp
laaaaaaaeaaaaaaaacaaceaaaaaadmaaaaaadmaaaaaaceaaabaadmaaaaaaaaaa
aeaaabaaaaaaaaaaabaacaaaacaaafaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaac
afaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjaafaaaaadaaaaadiaabaaffja
agaaoekaaeaaaaaeaaaaadoaafaaoekaabaaaajaaaaaoeiaafaaaaadaaaaapia
aaaaffjaacaaoekaaeaaaaaeaaaaapiaabaaoekaaaaaaajaaaaaoeiaaeaaaaae
aaaaapiaadaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaaeaaoekaaaaappja
aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma
aaaaoeiappppaaaafdeieefceiabaaaaeaaaabaafcaaaaaafjaaaaaeegiocaaa
aaaaaaaaaeaaaaaafjaaaaaeegiocaaaabaaaaaaccaaaaaafpaaaaadpcbabaaa
aaaaaaaafpaaaaaddcbabaaaabaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa
gfaaaaaddccabaaaabaaaaaagiaaaaacabaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaaaaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaaaaaaaaafgbfbaaaabaaaaaa
egiacaaaabaaaaaacbaaaaaadcaaaaakdccabaaaabaaaaaaegiacaaaabaaaaaa
caaaaaaaagbabaaaabaaaaaaegaabaaaaaaaaaaadoaaaaabejfdeheoemaaaaaa
acaaaaaaaiaaaaaadiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa
ebaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafaepfdejfeejepeo
aafeeffiedepepfceeaaklklepfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadamaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfcee
aaklklkl"
}

SubProgram "gles3 " {
Keywords { }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 310
struct uvinfo {
    highp vec4 pos;
    highp vec2 uv;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 306
uniform sampler2D _MainTex;
uniform highp float _InBlack;
uniform highp float _InGamma;
uniform highp float _InWhite;
#line 316
#line 192
highp vec2 MultiplyUV( in highp mat4 mat, in highp vec2 inUV ) {
    highp vec4 temp = vec4( inUV.x, inUV.y, 0.0, 0.0);
    temp = (mat * temp);
    #line 196
    return temp.xy;
}
#line 316
uvinfo vert( in appdata_img v ) {
    uvinfo i;
    i.pos = (glstate_matrix_mvp * v.vertex);
    #line 320
    i.uv = MultiplyUV( glstate_matrix_texture0, v.texcoord);
    return i;
}
out highp vec2 xlv_TEXCOORD0;
void main() {
    uvinfo xl_retval;
    appdata_img xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.texcoord = vec2(gl_MultiTexCoord0);
    xl_retval = vert( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.uv);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 310
struct uvinfo {
    highp vec4 pos;
    highp vec2 uv;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 306
uniform sampler2D _MainTex;
uniform highp float _InBlack;
uniform highp float _InGamma;
uniform highp float _InWhite;
#line 316
#line 323
mediump vec4 frag( in uvinfo i ) {
    #line 325
    mediump vec4 original = texture( _MainTex, i.uv);
    highp float dIn = (_InWhite - _InBlack);
    return vec4( pow( ((original.x - _InBlack) / dIn), _InGamma), pow( ((original.y - _InBlack) / dIn), _InGamma), pow( ((original.z - _InBlack) / dIn), _InGamma), original.w);
}
in highp vec2 xlv_TEXCOORD0;
void main() {
    mediump vec4 xl_retval;
    uvinfo xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2(xlv_TEXCOORD0);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 1
//   opengl - ALU: 14 to 14, TEX: 1 to 1
//   d3d9 - ALU: 23 to 23, TEX: 1 to 1
//   d3d11 - ALU: 6 to 6, TEX: 1 to 1, FLOW: 1 to 1
//   d3d11_9x - ALU: 6 to 6, TEX: 1 to 1, FLOW: 1 to 1
SubProgram "opengl " {
Keywords { }
Float 0 [_InBlack]
Float 1 [_InGamma]
Float 2 [_InWhite]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 14 ALU, 1 TEX
PARAM c[3] = { program.local[0..2] };
TEMP R0;
TEMP R1;
TEX R0, fragment.texcoord[0], texture[0], 2D;
MOV R1.x, c[0];
ADD R1.x, -R1, c[2];
RCP R1.x, R1.x;
ADD R0.x, R0, -c[0];
MUL R0.x, R0, R1;
POW result.color.x, R0.x, c[1].x;
ADD R0.x, R0.y, -c[0];
ADD R0.y, R0.z, -c[0].x;
MUL R0.x, R1, R0;
MUL R0.y, R1.x, R0;
POW result.color.y, R0.x, c[1].x;
POW result.color.z, R0.y, c[1].x;
MOV result.color.w, R0;
END
# 14 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
Float 0 [_InBlack]
Float 1 [_InGamma]
Float 2 [_InWhite]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 23 ALU, 1 TEX
dcl_2d s0
dcl t0.xy
texld r1, t0, s0
mov r0.x, c2
add r0.x, -c0, r0
rcp r0.x, r0.x
add r1.x, r1, -c0
mul r1.x, r1, r0
pow r2.y, r1.x, c1.x
mov r4.x, r2.y
add r1.x, r1.y, -c0
mul r1.x, r0, r1
add r2.x, r1.z, -c0
pow r3.x, r1.x, c1.x
mul r0.x, r0, r2
pow r2.x, r0.x, c1.x
mov r4.y, r3.x
mov_pp r4.w, r1
mov r4.z, r2.x
mov_pp oC0, r4
"
}

SubProgram "d3d11 " {
Keywords { }
ConstBuffer "$Globals" 32 // 28 used size, 4 vars
Float 16 [_InBlack]
Float 20 [_InGamma]
Float 24 [_InWhite]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 9 instructions, 2 temp regs, 0 temp arrays:
// ALU 6 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0
eefiecedfadiediocoliklidgdenejkdokmefhmcabaaaaaaaaacaaaaadaaaaaa
cmaaaaaaieaaaaaaliaaaaaaejfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaadadaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfcee
aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefceaabaaaa
eaaaaaaafaaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaa
aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa
gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaaaaaaaakbcaabaaaaaaaaaaa
akiacaiaebaaaaaaaaaaaaaaabaaaaaackiacaaaaaaaaaaaabaaaaaaefaaaaaj
pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa
aaaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaaagiacaiaebaaaaaaaaaaaaaa
abaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaabaaaaaaaoaaaaahhcaabaaa
aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaacpaaaaafhcaabaaaaaaaaaaa
egacbaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaa
aaaaaaaaabaaaaaabjaaaaafhccabaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab
"
}

SubProgram "gles " {
Keywords { }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { }
"!!GLES"
}

SubProgram "flash " {
Keywords { }
Float 0 [_InBlack]
Float 1 [_InGamma]
Float 2 [_InWhite]
SetTexture 0 [_MainTex] 2D
"agal_ps
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2
aaaaaaaaacaaapacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2, c0
bfaaaaaaaaaaacacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r2.x
abaaaaaaaaaaabacaaaaaaffacaaaaaaaaaaaaaaacaaaaaa add r0.x, r0.y, r0.x
afaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r0.x, r0.x
acaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaoeabaaaaaa sub r1.x, r1.x, c0
adaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r1.x, r1.x, r0.x
alaaaaaaacaaapacabaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r1.x, c1.x
aaaaaaaaaeaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.x, r2.x
acaaaaaaabaaabacabaaaaffacaaaaaaaaaaaaoeabaaaaaa sub r1.x, r1.y, c0
adaaaaaaabaaabacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r1.x, r0.x, r1.x
acaaaaaaacaaabacabaaaakkacaaaaaaaaaaaaoeabaaaaaa sub r2.x, r1.z, c0
alaaaaaaadaaapacabaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r1.x, c1.x
adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaaaacaaaaaa mul r0.x, r0.x, r2.x
alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x
aaaaaaaaaeaaacacadaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.y
aaaaaaaaaeaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.w, r1.w
aaaaaaaaaeaaaeacacaaaakkacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r2.z
aaaaaaaaaaaaapadaeaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r4
"
}

SubProgram "d3d11_9x " {
Keywords { }
ConstBuffer "$Globals" 32 // 28 used size, 4 vars
Float 16 [_InBlack]
Float 20 [_InGamma]
Float 24 [_InWhite]
BindCB "$Globals" 0
SetTexture 0 [_MainTex] 2D 0
// 9 instructions, 2 temp regs, 0 temp arrays:
// ALU 6 float, 0 int, 0 uint
// TEX 1 (0 load, 0 comp, 0 bias, 0 grad)
// FLOW 1 static, 0 dynamic
"ps_4_0_level_9_1
eefiecedhamnamedlgmjhefkfeaeidjbnbdcbmnpabaaaaaaciadaaaaaeaaaaaa
daaaaaaafeabaaaajmacaaaapeacaaaaebgpgodjbmabaaaabmabaaaaaaacpppp
oiaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa
aaaaabaaabaaaaaaaaaaaaaaaaacppppbpaaaaacaaaaaaiaaaaaadlabpaaaaac
aaaaaajaaaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaadabaaaiia
aaaaaakbaaaakkkaagaaaaacabaaabiaabaappiaacaaaaadabaaaciaaaaaaaia
aaaaaakbafaaaaadabaaaciaabaaaaiaabaaffiacaaaaaadaaaacbiaabaaffia
aaaaffkaacaaaaadabaaaciaaaaaffiaaaaaaakbafaaaaadabaaaciaabaaaaia
abaaffiacaaaaaadaaaacciaabaaffiaaaaaffkaacaaaaadabaaaciaaaaakkia
aaaaaakbafaaaaadabaaabiaabaaaaiaabaaffiacaaaaaadaaaaceiaabaaaaia
aaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefceaabaaaaeaaaaaaa
faaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacacaaaaaaaaaaaaakbcaabaaaaaaaaaaaakiacaia
ebaaaaaaaaaaaaaaabaaaaaackiacaaaaaaaaaaaabaaaaaaefaaaaajpcaabaaa
abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj
ocaabaaaaaaaaaaaagajbaaaabaaaaaaagiacaiaebaaaaaaaaaaaaaaabaaaaaa
dgaaaaaficcabaaaaaaaaaaadkaabaaaabaaaaaaaoaaaaahhcaabaaaaaaaaaaa
jgahbaaaaaaaaaaaagaabaaaaaaaaaaacpaaaaafhcaabaaaaaaaaaaaegacbaaa
aaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaa
abaaaaaabjaaaaafhccabaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheo
faaaaaaaacaaaaaaaiaaaaaadiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaaeeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafdfgfpfa
gphdgjhegjgpgoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa
aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe
gbhcghgfheaaklkl"
}

SubProgram "gles3 " {
Keywords { }
"!!GLES3"
}

}

#LINE 79

		}
	}
	Fallback off
}
