uniform float _Cutoff; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[1]; float x_2; x_2 = (texture2D (_MainTex, gl_TexCoord[0].xy).w - _Cutoff); if ((x_2 < 0.0)) { discard; }; vec4 enc_3; vec2 enc_4; enc_4 = (tmpvar_1.xy / (tmpvar_1.z + 1.0)); enc_4 = (enc_4 / 1.7777); enc_4 = ((enc_4 * 0.5) + 0.5); enc_3.xy = enc_4; vec2 enc_5; enc_5 = (vec2(1.0, 255.0) * tmpvar_1.w); vec2 tmpvar_6; tmpvar_6 = fract(enc_5); enc_5.y = tmpvar_6.y; enc_5.x = (tmpvar_6.x - (tmpvar_6.y * 0.00392157)); enc_3.zw = enc_5; gl_FragData[0] = enc_3; } // stats: 11 alu 2 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 1 (total size: 0) // #0: _Cutoff (high float) 1x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]