2012-04-03 23:30:07 -04:00
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uniform float _Cutoff;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _MainTex;
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2012-04-03 23:30:07 -04:00
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void main ()
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{
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2012-10-07 23:41:18 -04:00
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float x_1;
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x_1 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * gl_Color).w - _Cutoff);
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if ((x_1 < 0.0)) {
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2012-04-03 23:30:07 -04:00
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discard;
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};
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gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 4 alu 2 tex 1 flow
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// inputs: 2
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// #0: gl_Color (high float) 4x1 [-1] loc 1
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// #1: gl_TexCoord (high float) 4x1 [2] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _Cutoff (high float) 1x1 [-1]
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// textures: 1
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// #0: _MainTex (high 2d) 0x0 [-1]
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