uniform sampler2D _GrainTex; uniform vec4 _Intensity; uniform sampler2D _MainTex; uniform sampler2D _ScratchTex; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); col_1.w = tmpvar_2.w; col_1.xyz = (tmpvar_2.xyz + (( (texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0) - 1.0) * _Intensity.x)); col_1.xyz = (col_1.xyz + (( (texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0) - 1.0) * _Intensity.y)); gl_FragData[0] = col_1; } // inputs: 1, stats: 8 alu 3 tex 0 flow