uniform float _Cutoff; uniform sampler2D _MainTex; void main () { float x_1; x_1 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * gl_Color).w - _Cutoff); if ((x_1 < 0.0)) { discard; }; gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0); } // stats: 4 alu 2 tex 1 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: 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]