30 lines
790 B
Plaintext
30 lines
790 B
Plaintext
uniform sampler2D _GrainTex;
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uniform vec4 _Intensity;
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uniform sampler2D _MainTex;
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uniform sampler2D _ScratchTex;
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void main ()
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{
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vec4 col_1;
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vec4 tmpvar_2;
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tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
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col_1.w = tmpvar_2.w;
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col_1.xyz = (tmpvar_2.xyz + ((
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(texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0)
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- 1.0) * _Intensity.x));
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col_1.xyz = (col_1.xyz + ((
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(texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0)
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- 1.0) * _Intensity.y));
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gl_FragData[0] = col_1;
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}
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// stats: 8 alu 3 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [3] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _Intensity (high float) 4x1 [-1]
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// textures: 3
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// #0: _GrainTex (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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// #2: _ScratchTex (high 2d) 0x0 [-1]
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