uniform sampler2D _GrainTex; uniform vec4 _Intensity; uniform sampler2D _MainTex; uniform sampler2D _ScratchTex; void main () { vec3 yuv_1; vec4 col_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); col_2.w = tmpvar_3.w; yuv_1.x = dot (tmpvar_3.xyz, vec3(0.299, 0.587, 0.114)); yuv_1.y = ((tmpvar_3.z - yuv_1.x) * 0.492); yuv_1.z = ((tmpvar_3.x - yuv_1.x) * 0.877); yuv_1 = (yuv_1 + (( (texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0) - 1.0) * _Intensity.x)); col_2.x = ((yuv_1.z * 1.14) + yuv_1.x); col_2.y = (((yuv_1.z * -0.581) + (yuv_1.y * -0.395)) + yuv_1.x); col_2.z = ((yuv_1.y * 2.032) + yuv_1.x); col_2.xyz = (col_2.xyz + (( (texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0) - 1.0) * _Intensity.y)); gl_FragData[0] = col_2; } // stats: 21 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]