void xll_clip(float x) { if ( x<0.0 ) discard; } struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec2 uv; }; struct appdata_tree_billboard { vec4 vertex; vec4 color; vec4 texcoord; vec2 texcoord1; }; uniform sampler2D _MainTex; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 texcol; texcol = texture2D( _MainTex, i.uv); xll_clip( (texcol.w - 0.00100000) ); return vec4( 0.000000); } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }