Shader "Color Space/YCrCbtoRGB Split Alpha" {
Properties {
 _YTex ("Y (RGB)", 2D) = "white" {}
 _CrTex ("Cr (RGB)", 2D) = "white" {}
 _CbTex ("Cb (RGB)", 2D) = "white" {}
}
SubShader { 
 Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
 Pass {
  Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
  ZWrite Off
  Fog {
   Color (0,0,0,0)
  }
  Blend SrcAlpha OneMinusSrcAlpha
  ColorMask RGB
Program "vp" {
SubProgram "gles " {
"!!GLES
					#define SHADER_API_GLES 1
					#define tex2D texture2D


					#ifdef VERTEX
					#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
					uniform mat4 glstate_matrix_mvp;

					varying mediump vec2 xlv_TEXCOORD2;
					varying mediump vec2 xlv_TEXCOORD1;
					varying mediump vec2 xlv_TEXCOORD0;

					uniform highp vec4 _YTex_ST;
					uniform highp vec4 _CbTex_ST;
					attribute vec4 _glesMultiTexCoord0;
					attribute vec4 _glesVertex;
					void main ()
					{
						highp vec4 texcoordTop;
						highp vec4 texcoordBottom;
						mediump vec2 tmpvar_1;
						mediump vec2 tmpvar_2;
						mediump vec2 tmpvar_3;
						texcoordBottom = _glesMultiTexCoord0;
						texcoordBottom.y = (_glesMultiTexCoord0.y / 2.0);
						texcoordTop = _glesMultiTexCoord0;
						texcoordTop.y = (texcoordBottom.y + 0.5);
						highp vec2 tmpvar_4;
						tmpvar_4 = ((texcoordTop.xy * _YTex_ST.xy) + _YTex_ST.zw);
						tmpvar_1 = tmpvar_4;
						highp vec2 tmpvar_5;
						tmpvar_5 = ((texcoordBottom.xy * _YTex_ST.xy) + _YTex_ST.zw);
						tmpvar_2 = tmpvar_5;
						highp vec2 tmpvar_6;
						tmpvar_6 = ((texcoordTop.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
						tmpvar_3 = tmpvar_6;
						gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
						xlv_TEXCOORD0 = tmpvar_1;
						xlv_TEXCOORD1 = tmpvar_2;
						xlv_TEXCOORD2 = tmpvar_3;
					}



					#endif
					#ifdef FRAGMENT

					varying mediump vec2 xlv_TEXCOORD2;
					varying mediump vec2 xlv_TEXCOORD1;
					varying mediump vec2 xlv_TEXCOORD0;
					uniform sampler2D _YTex;
					uniform sampler2D _CrTex;
					uniform sampler2D _CbTex;
					void main ()
					{
						lowp vec4 rgbVec;
						lowp vec4 tmpvar_1;
						tmpvar_1.w = 1.0;
						tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
						tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD2).y;
						tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD2).z;
						rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
						rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
						rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
						rgbVec.w = ((texture2D (_YTex, xlv_TEXCOORD1).y - 0.0627451) * 1.16438);
						gl_FragData[0] = rgbVec;
					}



					#endif"
}
}
Program "fp" {
SubProgram "gles " {
"!!GLES"
}
}
 }
}
}