uniform sampler2D _GrainTex; uniform vec4 _Intensity; uniform sampler2D _MainTex; uniform sampler2D _ScratchTex; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); col_1.w = tmpvar_2.w; col_1.xyz = (tmpvar_2.xyz + (( (texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0) - 1.0) * _Intensity.x)); col_1.xyz = (col_1.xyz + (( (texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0) - 1.0) * _Intensity.y)); gl_FragData[0] = col_1; } // stats: 8 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 1 (total size: 0) // #0: _Intensity (high float) 4x1 [-1] // textures: 3 // #0: _GrainTex (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: _ScratchTex (high 2d) 0x0 [-1]