struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec2 uv; vec2 uvg; vec2 uvs; }; uniform sampler2D _GrainTex; uniform vec4 _Intensity; uniform sampler2D _MainTex; uniform sampler2D _ScratchTex; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 col; vec3 yuv; vec3 grain; vec3 scratch; col = texture2D( _MainTex, i.uv); yuv.x = dot( col.xyz , vec3( 0.299000, 0.587000, 0.114000)); yuv.y = ((col.z - yuv.x ) * 0.492000); yuv.z = ((col.x - yuv.x ) * 0.877000); grain = ((texture2D( _GrainTex, i.uvg).xyz * 2.00000) - 1.00000); yuv.xyz += (grain * _Intensity.x ); col.x = ((yuv.z * 1.14000) + yuv.x ); col.y = (((yuv.z * -0.581000) + (yuv.y * -0.395000)) + yuv.x ); col.z = ((yuv.y * 2.03200) + yuv.x ); scratch = ((texture2D( _ScratchTex, i.uvs).xyz * 2.00000) - 1.00000); col.xyz += (scratch * _Intensity.y ); return col; } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xlt_i.uvg = vec2( gl_TexCoord[1]); xlt_i.uvs = vec2( gl_TexCoord[2]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }