uniform sampler2D _MainTex; uniform float _Cutoff; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy)); float x_2; x_2 = (tmpvar_1.w - _Cutoff); if ((x_2 < 0.0)) { discard; }; gl_FragData[0] = tmpvar_1; }