varying mediump vec2 xlv_TEXCOORD0; uniform mediump float _EmberFadeStart; uniform mediump float _EmberFadeEnd; uniform sampler2D _BurntTex; uniform sampler2D _MainTex; float xll_saturate ( in float x ) { float tmpvar_1; tmpvar_1 = clamp (x, 0.0, 1.0); return tmpvar_1; } vec3 xll_saturate ( in vec3 x ) { vec3 tmpvar_1; tmpvar_1 = clamp (x, 0.0, 1.0); return tmpvar_1; } lowp vec4 frag ( in mediump vec2 uv ) { lowp float t; lowp vec3 burn; lowp vec3 base; lowp vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, uv); lowp vec3 tmpvar_2; tmpvar_2 = tmpvar_1.xyz; base = tmpvar_2; lowp vec4 tmpvar_3; tmpvar_3 = texture2D (_BurntTex, uv); lowp vec3 tmpvar_4; tmpvar_4 = tmpvar_3.xyz; burn = tmpvar_4; float tmpvar_5; tmpvar_5 = xll_saturate (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd))); float tmpvar_6; tmpvar_6 = tmpvar_5; t = tmpvar_6; lowp vec3 tmpvar_7; tmpvar_7 = vec3(t); lowp vec3 tmpvar_8; tmpvar_8 = mix (base, burn, tmpvar_7); lowp vec4 tmpvar_9; tmpvar_9.w = 1.0; tmpvar_9.xyz = tmpvar_8.xyz; return tmpvar_9; } void main () { lowp vec4 tmpvar_1; tmpvar_1 = frag (xlv_TEXCOORD0); lowp vec4 tmpvar_2; tmpvar_2 = tmpvar_1; gl_FragColor = tmpvar_2; }