struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; uniform sampler2D _MainTex; vec4 frag( in v2f_img i ); vec4 frag( in v2f_img i ) { vec4 original; float Y; vec4 sepiaConvert = vec4( 0.191000, -0.0540000, -0.221000, 0.000000); vec4 xlat_var_output; original = texture2D( _MainTex, i.uv); Y = dot( vec3( 0.299000, 0.587000, 0.114000), original.xyz ); xlat_var_output = (sepiaConvert + Y); xlat_var_output.w = original.w ; return xlat_var_output; } void main() { vec4 xl_retval; v2f_img xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }