 				o.uv = v.uv;
 				return o;
 			}
-			
+
 			uniform sampler2D _MainTex;
 			int _Scanline;
 			fixed _Vignette;
 			fixed _Green;
 			fixed _White;
-			
+
 			fixed4 frag (v2f i) : SV_Target {
 
 				// SCANLINES

				fixed4 col = tex2D(_MainTex, i.uv);

				// GRAYSCALE
				float grayscale = (col.r + col.g + col.b) / 3;
				float finalCol = ((grayscale / _White) - scanline) - vignette;
				
				col.r = finalCol;
				col.g = (finalCol / _Green);
				col.b = finalCol;

﻿Shader "Hidden/PhosphorMonitor" {

	Properties {
		_MainTex ("Texture", 2D) = "white" {}
		_Scanline ("Scanline", Int) = 100010
