varying mediump vec2 xlv_TEXCOORD0; uniform mediump float _EmberFadeStart; uniform mediump float _EmberFadeEnd; uniform sampler2D _BurntTex; uniform sampler2D _MainTex; void main () { lowp float t; mediump float tmpvar_1; tmpvar_1 = clamp (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)), 0.0, 1.0); t = tmpvar_1; lowp vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, vec3(t)); gl_FragColor = tmpvar_2; }