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