uniform sampler2D _MainTex; uniform vec4 _LightPositionRange; uniform float _Cutoff; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xyz; float x; x = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff); if ((x < 0.0)) { discard; }; vec4 tmpvar_2; tmpvar_2 = fract ((vec4(1.0, 255.0, 65025.0, 160580992.0) * (length (tmpvar_1) * _LightPositionRange.w))); gl_FragData[0] = (tmpvar_2 - (tmpvar_2.yzww * 0.00392157)); }