Shader "QO/Effect/CrossFade1" {
Properties {
 _tex0 ("_tex0 : Original  Image (RGBA)", 2D) = "white" {}
 _tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
 _time ("_time : TimeRate", Range(0,1)) = 0
}
SubShader { 
 LOD 200
 Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
 Pass {
  Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
  Blend SrcAlpha OneMinusSrcAlpha
Program "vp" {
SubProgram "gles " {
"!!GLES


#ifdef VERTEX

varying lowp vec2 xlv_TEXCOORD0;
varying lowp vec4 xlv_COLOR0;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec2 tmpvar_1;
  highp vec2 tmpvar_2;
  tmpvar_2 = _glesMultiTexCoord0.xy;
  tmpvar_1 = tmpvar_2;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
  xlv_TEXCOORD0 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying lowp vec2 xlv_TEXCOORD0;
uniform lowp float _time;
uniform sampler2D _tex1;
uniform sampler2D _tex0;
void main ()
{
  mediump vec4 t0_1;
  highp float alpha_2;
  mediump vec4 toImage_3;
  mediump vec4 fromImage_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2D (_tex0, xlv_TEXCOORD0);
  fromImage_4 = tmpvar_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (_tex1, xlv_TEXCOORD0);
  toImage_3 = tmpvar_6;
  lowp float tmpvar_7;
  tmpvar_7 = min (1.0, max (0.0, _time));
  mediump float tmpvar_8;
  tmpvar_8 = (fromImage_4.w * (1.0 - tmpvar_7));
  alpha_2 = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9.xyz = (fromImage_4.xyz * alpha_2);
  tmpvar_9.w = alpha_2;
  t0_1 = tmpvar_9;
  mediump vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = (t0_1.xyz + (toImage_3.xyz * (1.0 - t0_1.w)));
  gl_FragData[0] = tmpvar_10;
}



#endif"
}
}
Program "fp" {
SubProgram "gles " {
"!!GLES"
}
}
 }
}
Fallback "VertexLit"
}