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;
}


// 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]