uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightPositionRange; uniform sampler2D _MainTex; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xyz; float x_2; x_2 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff); if ((x_2 < 0.0)) { discard; }; vec4 enc_3; enc_3 = (vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt( dot (tmpvar_1, tmpvar_1) ) * _LightPositionRange.w)); vec4 tmpvar_4; tmpvar_4 = fract(enc_3); enc_3 = (tmpvar_4 - (tmpvar_4.yzww * 0.00392157)); gl_FragData[0] = enc_3; } // stats: 10 alu 2 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // #2: _LightPositionRange (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]