uniform sampler2D _MainTex; void main () { float x_1; x_1 = (texture2D (_MainTex, gl_TexCoord[0].xy).w - 0.001); if ((x_1 < 0.0)) { discard; }; gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0); }