struct v2f { vec4 pos; vec2 uv; }; uniform sampler2D _MainTex; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } vec4 frag ( in v2f i_2 ) { vec4 texcol_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, i_2.uv); vec4 tmpvar_5; tmpvar_5 = tmpvar_4; texcol_3 = tmpvar_5; xll_clip ((texcol_3.w - 0.001)); return vec4(0.0, 0.0, 0.0, 0.0); } void main () { v2f xlt_i_6; vec4 xl_retval_7; vec4 tmpvar_8; tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_6.pos = tmpvar_8; vec2 tmpvar_9; tmpvar_9 = gl_TexCoord[0].xy; vec2 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_i_6.uv = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = frag (xlt_i_6); vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xl_retval_7 = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = xl_retval_7.xyzw; vec4 tmpvar_14; tmpvar_14 = tmpvar_13; gl_FragData[0] = tmpvar_14; }