struct v2f { vec4 pos; vec2 uv; vec3 color; }; uniform sampler2D _MainTex; uniform float _HalfOverCutoff; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } vec4 frag ( in v2f i_2 ) { vec4 col_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, i_2.uv); vec4 tmpvar_5; tmpvar_5 = tmpvar_4; col_3 = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = (col_3.xyz * (i_2.color * 2.0)); col_3.xyz = tmpvar_6.xyz.xyz; float tmpvar_7; tmpvar_7 = (col_3.w * (2.0 * _HalfOverCutoff)); col_3.w = vec4(tmpvar_7).w; xll_clip ((col_3.w - 1.0)); return col_3; } void main () { v2f xlt_i_8; vec4 xl_retval_9; vec4 tmpvar_10; tmpvar_10 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_8.pos = tmpvar_10; vec2 tmpvar_11; tmpvar_11 = gl_TexCoord[0].xy; vec2 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_i_8.uv = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = gl_TexCoord[1].xyz; vec3 tmpvar_14; tmpvar_14 = tmpvar_13; xlt_i_8.color = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = frag (xlt_i_8); vec4 tmpvar_16; tmpvar_16 = tmpvar_15; xl_retval_9 = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = xl_retval_9.xyzw; vec4 tmpvar_18; tmpvar_18 = tmpvar_17; gl_FragData[0] = tmpvar_18; }