uniform sampler2D _MainTex; void surf ( in vec2 uv_1, inout vec3 oo_2 ) { if ((uv_1.x < 0.0)) { discard; }; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, uv_1); vec3 tmpvar_4; tmpvar_4 = tmpvar_3.xyz; oo_2 = tmpvar_4; } void main () { vec3 oo_5; surf (gl_TexCoord[0].xy, oo_5); vec4 tmpvar_6; tmpvar_6 = vec4(0.5, 0.5, 0.5, 0.5); gl_FragData[0] = tmpvar_6; }