uniform sampler2D _MainTex; uniform vec4 _LightPositionRange; uniform float _Cutoff; uniform vec4 _Color; 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 tmpvar_3; tmpvar_3 = fract((vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(dot (tmpvar_1, tmpvar_1)) * _LightPositionRange.w))); gl_FragData[0] = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157)); }