uniform float _HalfOverCutoff; uniform sampler2D _MainTex; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); col_1.xyz = (tmpvar_2.xyz * (2.0 * gl_Color.xyz)); col_1.w = (tmpvar_2.w * (2.0 * _HalfOverCutoff)); float x_3; x_3 = (col_1.w - 1.0); if ((x_3 < 0.0)) { discard; }; gl_FragData[0] = col_1; } // stats: 6 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 // uniforms: 1 (total size: 0) // #0: _HalfOverCutoff (high float) 1x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]