uniform sampler2D _MainTex; uniform sampler2D _BurntTex; uniform mediump float _EmberFadeEnd; uniform mediump float _EmberFadeStart; varying mediump vec2 xlv_TEXCOORD0; void main () { lowp float tmpvar_1; mediump float tmpvar_2; tmpvar_2 = clamp (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)), 0.0, 1.0); tmpvar_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(tmpvar_1)); gl_FragColor = tmpvar_3; } // stats: 6 alu 2 tex 0 flow // inputs: 1 // #0: xlv_TEXCOORD0 (medium float) 2x1 [-1] // uniforms: 2 (total size: 0) // #0: _EmberFadeEnd (medium float) 1x1 [-1] // #1: _EmberFadeStart (medium float) 1x1 [-1] // textures: 2 // #0: _MainTex (low 2d) 0x0 [-1] // #1: _BurntTex (low 2d) 0x0 [-1]