2012-10-07 23:41:18 -04:00
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uniform sampler2D _GrainTex;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _Intensity;
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uniform sampler2D _MainTex;
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uniform sampler2D _ScratchTex;
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2012-10-07 23:41:18 -04:00
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void main ()
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{
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vec3 yuv_1;
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vec4 col_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
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col_2.w = tmpvar_3.w;
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yuv_1.x = dot (tmpvar_3.xyz, vec3(0.299, 0.587, 0.114));
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yuv_1.y = ((tmpvar_3.z - yuv_1.x) * 0.492);
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yuv_1.z = ((tmpvar_3.x - yuv_1.x) * 0.877);
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2014-02-11 02:06:13 -05:00
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yuv_1 = (yuv_1 + ((
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(texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0)
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- 1.0) * _Intensity.x));
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2012-10-07 23:41:18 -04:00
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col_2.x = ((yuv_1.z * 1.14) + yuv_1.x);
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col_2.y = (((yuv_1.z * -0.581) + (yuv_1.y * -0.395)) + yuv_1.x);
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col_2.z = ((yuv_1.y * 2.032) + yuv_1.x);
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2014-02-11 02:06:13 -05:00
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col_2.xyz = (col_2.xyz + ((
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(texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0)
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- 1.0) * _Intensity.y));
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2012-10-07 23:41:18 -04:00
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gl_FragData[0] = col_2;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 21 alu 3 tex 0 flow
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