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 vec3 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)));
  vec3 tmpvar_6;
  tmpvar_6 = vec3(tmpvar_5);
  vec3 tmpvar_7;
  tmpvar_7 = tmpvar_6;
  t = tmpvar_7;
  lowp vec3 tmpvar_8;
  tmpvar_8 = mix (base, burn, t);
  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;
}

