uniform vec4 _Color; uniform float _Cutoff; uniform sampler2D _MainTex; void main () { vec4 col_1; col_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy)); float x_2; x_2 = (col_1.w - _Cutoff); if ((x_2 < 0.0)) { discard; }; gl_FragData[0] = col_1; } // stats: 3 alu 2 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]