uniform vec4 _GrainOffsetScale; uniform vec4 _ScratchOffsetScale; void main () { vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = gl_MultiTexCoord0.xy; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = (gl_TextureMatrix[0] * tmpvar_1).xy; gl_TexCoord[0] = tmpvar_2; vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _GrainOffsetScale.zw) + _GrainOffsetScale.xy); gl_TexCoord[1] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _ScratchOffsetScale.zw) + _ScratchOffsetScale.xy); gl_TexCoord[2] = tmpvar_4; } // inputs: 2, stats: 10 alu 0 tex 0 flow