uniform sampler2D _MainTex; uniform float _Cutoff; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[1]; float x_2; x_2 = (texture2D (_MainTex, gl_TexCoord[0].xy).w - _Cutoff); if ((x_2 < 0.0)) { discard; }; vec4 enc_3; enc_3.xy = ((((tmpvar_1.xy / (tmpvar_1.z + 1.0)) / 1.7777) * 0.5) + 0.5); vec2 enc_4; vec2 tmpvar_5; tmpvar_5 = fract((vec2(1.0, 255.0) * tmpvar_1.w)); enc_4.y = tmpvar_5.y; enc_4.x = (tmpvar_5.x - (tmpvar_5.y * 0.00392157)); enc_3.zw = enc_4; gl_FragData[0] = enc_3; }