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

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

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata {
