28 lines
830 B
Plaintext
28 lines
830 B
Plaintext
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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varying mediump vec2 xlv_TEXCOORD0;
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void main ()
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{
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mediump float x_1;
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x_1 = ((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd));
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lowp float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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lowp vec4 tmpvar_3;
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tmpvar_3.w = 1.0;
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tmpvar_3.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, vec3(tmpvar_2));
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gl_FragColor = tmpvar_3;
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}
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// stats: 6 alu 2 tex 0 flow
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// inputs: 1
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// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
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// uniforms: 2 (total size: 0)
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// #0: _EmberFadeEnd (medium float) 1x1 [-1]
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// #1: _EmberFadeStart (medium float) 1x1 [-1]
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// textures: 2
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// #0: _MainTex (low 2d) 0x0 [-1]
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// #1: _BurntTex (low 2d) 0x0 [-1]
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