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_1
)
{
  float tmpvar_2;
  tmpvar_2 = clamp (x_1, 0.0, 1.0);
  return tmpvar_2;
}

vec3 xll_saturate (
  in vec3 x_3
)
{
  vec3 tmpvar_4;
  tmpvar_4 = clamp (x_3, 0.0, 1.0);
  return tmpvar_4;
}

lowp vec4 frag (
  in mediump vec2 uv_5
)
{
  lowp vec3 t_6;
  lowp vec3 burn_7;
  lowp vec3 base_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, uv_5);
  lowp vec3 tmpvar_10;
  tmpvar_10 = tmpvar_9.xyz;
  base_8 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_BurntTex, uv_5);
  lowp vec3 tmpvar_12;
  tmpvar_12 = tmpvar_11.xyz;
  burn_7 = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = xll_saturate (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)));
  vec3 tmpvar_14;
  tmpvar_14 = vec3(tmpvar_13);
  vec3 tmpvar_15;
  tmpvar_15 = tmpvar_14;
  t_6 = tmpvar_15;
  lowp vec3 tmpvar_16;
  tmpvar_16 = mix (base_8, burn_7, t_6);
  lowp vec4 tmpvar_17;
  tmpvar_17.w = 1.0;
  tmpvar_17.xyz = tmpvar_16.xyz;
  return tmpvar_17;
}

void main ()
{
  lowp vec4 tmpvar_18;
  tmpvar_18 = frag (xlv_TEXCOORD0);
  lowp vec4 tmpvar_19;
  tmpvar_19 = tmpvar_18;
  gl_FragColor = tmpvar_19;
}

