uniform sampler2D _MainTex; void main () { vec4 col; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy); col = tmpvar_1; col.xyz = (tmpvar_1.xyz * gl_Color.xyz); if ((tmpvar_1.w < 0.0)) { discard; }; gl_FragData[0] = col; }