uniform sampler2D _GrainTex;
uniform vec4 _Intensity;
uniform sampler2D _MainTex;
uniform sampler2D _ScratchTex;
void main ()
{
  vec3 yuv_1;
  vec4 col_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
  col_2.w = tmpvar_3.w;
  yuv_1.x = dot (tmpvar_3.xyz, vec3(0.299, 0.587, 0.114));
  yuv_1.y = ((tmpvar_3.z - yuv_1.x) * 0.492);
  yuv_1.z = ((tmpvar_3.x - yuv_1.x) * 0.877);
  yuv_1 = (yuv_1 + ((
    (texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0)
   - 1.0) * _Intensity.x));
  col_2.x = ((yuv_1.z * 1.14) + yuv_1.x);
  col_2.y = (((yuv_1.z * -0.581) + (yuv_1.y * -0.395)) + yuv_1.x);
  col_2.z = ((yuv_1.y * 2.032) + yuv_1.x);
  col_2.xyz = (col_2.xyz + ((
    (texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0)
   - 1.0) * _Intensity.y));
  gl_FragData[0] = col_2;
}


// stats: 21 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]
