struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 pos;
    vec2 uv;
    vec2 uvg;
    vec2 uvs;
};
uniform sampler2D _GrainTex;
uniform vec4 _Intensity;
uniform sampler2D _MainTex;
uniform sampler2D _ScratchTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
    vec4 col;
    vec3 yuv;
    vec3 grain;
    vec3 scratch;
    col = texture2D( _MainTex, i.uv);
    yuv.x  = dot( col.xyz , vec3( 0.299000, 0.587000, 0.114000));
    yuv.y  = ((col.z  - yuv.x ) * 0.492000);
    yuv.z  = ((col.x  - yuv.x ) * 0.877000);
    grain = ((texture2D( _GrainTex, i.uvg).xyz  * 2.00000) - 1.00000);
    yuv.xyz  += (grain * _Intensity.x );
    col.x  = ((yuv.z  * 1.14000) + yuv.x );
    col.y  = (((yuv.z  * -0.581000) + (yuv.y  * -0.395000)) + yuv.x );
    col.z  = ((yuv.y  * 2.03200) + yuv.x );
    scratch = ((texture2D( _ScratchTex, i.uvs).xyz  * 2.00000) - 1.00000);
    col.xyz  += (scratch * _Intensity.y );
    return col;
}
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2( gl_TexCoord[0]);
    xlt_i.uvg = vec2( gl_TexCoord[1]);
    xlt_i.uvs = vec2( gl_TexCoord[2]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
