uniform sampler2D _MainTex; uniform float _HalfOverCutoff; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); col_1.xyz = (tmpvar_2.xyz * (gl_TexCoord[1].xyz * 2.0)); col_1.w = (tmpvar_2.w * (2.0 * _HalfOverCutoff)); float x_3; x_3 = (col_1.w - 1.0); if ((x_3 < 0.0)) { discard; }; gl_FragData[0] = col_1; }