That variable only shows up in the pass3 shader, down at the very end. From the Cg version:
tempColor-=float3(blackLevel);
tempColor*=(contrast/float3(1.0-blackLevel));
the cg2glsl script hardcodes the variables, so blackLevel becomes 0.0875 (or, in scientific notation: 8.75 * 10^-2) and contrast becomes 1.0, making the GLSL equivalent:
_tempColor = _tempColor - vec3( 8.74999985E-02, 8.74999985E-02, 8.74999985E-02);
_tempColor = _tempColor*vec3( 1.09589040E+00, 1.09589040E+00, 1.09589040E+00);
If you change the blackLevel to 0.0, the first line becomes:
_tempColor = _tempColor - vec3(0.0, 0.0, 0.0);
and the second line becomes:
_tempColor = _tempColor * (1.0 - vec3(0.0, 0.0, 0.0));
You’ll notice that these both simplify to ‘_tempColor = _tempColor’, so you should be able to just delete both of them. 