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;
}


// stats: 8 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Intensity (high float) 4x1 [-1]
// textures: 3
//  #0: _GrainTex (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
//  #2: _ScratchTex (high 2d) 0x0 [-1]
