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 vertex; vec4 color; vec2 texcoord; }; struct appdata_t { vec4 vertex; vec4 color; vec2 texcoord; }; uniform vec4 _Color; uniform float _Cutoff; uniform sampler2D _MainTex; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 col; col = (_Color * texture2D( _MainTex, i.texcoord)); xll_clip( (col.w - _Cutoff) ); return col; } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.vertex = vec4(0.0); xlt_i.color = vec4( gl_Color); xlt_i.texcoord = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }