uniform sampler2D _MainTex; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); col_1.w = tmpvar_2.w; col_1.xyz = (tmpvar_2.xyz * gl_Color.xyz); if ((tmpvar_2.w < 0.0)) { discard; }; gl_FragData[0] = col_1; } // stats: 2 alu 2 tex 1 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [1] loc 4 // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]