2012-04-03 23:30:07 -04:00
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uniform sampler2D _MainTex;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _BurntTex;
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uniform mediump float _EmberFadeEnd;
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uniform mediump float _EmberFadeStart;
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varying mediump vec2 xlv_TEXCOORD0;
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2012-04-03 23:30:07 -04:00
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void main ()
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{
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2012-10-07 23:41:18 -04:00
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lowp vec3 t_1;
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mediump vec3 tmpvar_2;
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tmpvar_2 = vec3(clamp (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)), 0.0, 1.0));
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t_1 = tmpvar_2;
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lowp vec4 tmpvar_3;
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tmpvar_3.w = 1.0;
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tmpvar_3.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, t_1);
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gl_FragColor = tmpvar_3;
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2012-04-03 23:30:07 -04:00
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 6 alu 2 tex 0 flow
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// inputs: 1
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// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
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// uniforms: 2 (total size: 0)
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// #0: _EmberFadeEnd (medium float) 1x1 [-1]
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// #1: _EmberFadeStart (medium float) 1x1 [-1]
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// textures: 2
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// #0: _MainTex (low 2d) 0x0 [-1]
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// #1: _BurntTex (low 2d) 0x0 [-1]
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