text: 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]
  