22 lines
637 B
Plaintext
22 lines
637 B
Plaintext
float xll_saturate(float x) {
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return clamp(x, 0.0, 1.0);
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}
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vec3 xll_saturate(vec3 x) {
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return clamp(x, 0.0, 1.0);
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}
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uniform sampler2D _MainTex;
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uniform sampler2D _BurntTex;
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uniform mediump float _EmberFadeEnd;
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uniform mediump float _EmberFadeStart;
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lowp vec4 frag (mediump vec2 uv) {
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lowp vec3 base = texture2D(_MainTex, uv).xyz;
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lowp vec3 burn = texture2D(_BurntTex, uv).xyz;
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lowp float t;
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t = xll_saturate( ((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)) );
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return vec4(mix(base, burn, vec3(t)), 1.0);
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}
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varying mediump vec2 xlv_TEXCOORD0;
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void main() {
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gl_FragColor = frag(xlv_TEXCOORD0);
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}
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