uniform sampler2D _MainTex; uniform sampler2D _BurntTex; uniform mediump float _EmberFadeEnd; uniform mediump float _EmberFadeStart; varying mediump vec2 xlv_TEXCOORD0; void main () { lowp float t_1; mediump float tmpvar_2; tmpvar_2 = clamp (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)), 0.0, 1.0); t_1 = tmpvar_2; lowp vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, vec3(t_1)); gl_FragColor = tmpvar_3; } // inputs: 1, stats: 6 alu 2 tex 0 flow