uniform vec4 _ScratchOffsetScale; uniform vec4 _GrainOffsetScale; void main () { vec2 tmpvar_1; tmpvar_1 = gl_MultiTexCoord0.xy; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.x = tmpvar_1.x; tmpvar_2.y = tmpvar_1.y; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = (gl_TextureMatrix[0] * tmpvar_2).xy; gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _GrainOffsetScale.zw) + _GrainOffsetScale.xy); gl_TexCoord[1] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _ScratchOffsetScale.zw) + _ScratchOffsetScale.xy); gl_TexCoord[2] = tmpvar_5; }