uniform sampler2D _MainTex; uniform sampler2D _BurntTex; uniform mediump float _EmberFadeEnd; uniform mediump float _EmberFadeStart; varying mediump vec2 xlv_TEXCOORD0; float xll_saturate ( in float x_1 ) { float tmpvar_2; tmpvar_2 = clamp (x_1, 0.0, 1.0); return tmpvar_2; } vec3 xll_saturate ( in vec3 x_3 ) { vec3 tmpvar_4; tmpvar_4 = clamp (x_3, 0.0, 1.0); return tmpvar_4; } lowp vec4 frag ( in mediump vec2 uv_5 ) { lowp vec3 t_6; lowp vec3 burn_7; lowp vec3 base_8; lowp vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, uv_5); lowp vec3 tmpvar_10; tmpvar_10 = tmpvar_9.xyz; base_8 = tmpvar_10; lowp vec4 tmpvar_11; tmpvar_11 = texture2D (_BurntTex, uv_5); lowp vec3 tmpvar_12; tmpvar_12 = tmpvar_11.xyz; burn_7 = tmpvar_12; float tmpvar_13; tmpvar_13 = xll_saturate (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd))); vec3 tmpvar_14; tmpvar_14 = vec3(tmpvar_13); vec3 tmpvar_15; tmpvar_15 = tmpvar_14; t_6 = tmpvar_15; lowp vec3 tmpvar_16; tmpvar_16 = mix (base_8, burn_7, t_6); lowp vec4 tmpvar_17; tmpvar_17.w = 1.0; tmpvar_17.xyz = tmpvar_16.xyz; return tmpvar_17; } void main () { lowp vec4 tmpvar_18; tmpvar_18 = frag (xlv_TEXCOORD0); lowp vec4 tmpvar_19; tmpvar_19 = tmpvar_18; gl_FragColor = tmpvar_19; }