uniform sampler2D _MainTex; uniform float _Cutoff; void main () { float x_1; x_1 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * gl_Color).w - _Cutoff); if ((x_1 < 0.0)) { discard; }; gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0); }