varying mediump vec2 xlv_TEXCOORD0;
uniform mediump float _EmberFadeStart;
uniform mediump float _EmberFadeEnd;
uniform sampler2D _BurntTex;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec3 t;
  mediump vec3 tmpvar_1;
  tmpvar_1 = vec3(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, t);
  gl_FragColor = tmpvar_2;
}

