uniform sampler2D _MainTex; uniform float _Cutoff; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[1]; float x; x = (texture2D (_MainTex, gl_TexCoord[0].xy).w - _Cutoff); if ((x < 0.0)) { discard; }; vec4 enc; enc.xy = ((((tmpvar_1.xy / (tmpvar_1.z + 1.0)) / 1.7777) * 0.5) + 0.5); vec2 enc_i0_i1; vec2 tmpvar_2; tmpvar_2 = fract ((vec2(1.0, 255.0) * tmpvar_1.w)); enc_i0_i1 = tmpvar_2; enc_i0_i1.x = (tmpvar_2.x - (tmpvar_2.y * 0.00392157)); enc.zw = enc_i0_i1; gl_FragData[0] = enc; }