struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; vec2 hip_pack0; vec4 lop_color; }; uniform sampler2D _MainTex; uniform float _Cutoff; void xll_clip ( in float x ) { if ((x < 0.0)) { discard; }; } void surf ( in Input IN, inout SurfaceOutput o ) { vec4 c; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_2; tmpvar_2 = (tmpvar_1 * IN.color); c = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = c.xyz; o.Albedo = tmpvar_3; float tmpvar_4; tmpvar_4 = c.w; o.Alpha = tmpvar_4; } vec4 frag_surf ( in v2f_surf IN ) { SurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_MainTex = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = IN.lop_color; surfIN.color = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_4; float tmpvar_5; tmpvar_5 = 0.0; o.Specular = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; o.Alpha = tmpvar_6; float tmpvar_7; tmpvar_7 = 0.0; o.Gloss = tmpvar_7; surf (surfIN, o); xll_clip ((o.Alpha - _Cutoff)); return vec4(0.0, 0.0, 0.0, 0.0); } void main () { v2f_surf xlt_IN; vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN.pos = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xy; vec2 tmpvar_3; tmpvar_3 = tmpvar_2; xlt_IN.hip_pack0 = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = gl_Color.xyzw; vec4 tmpvar_5; tmpvar_5 = tmpvar_4; xlt_IN.lop_color = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = frag_surf (xlt_IN); vec4 tmpvar_7; tmpvar_7 = tmpvar_6; xl_retval = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = xl_retval.xyzw; vec4 tmpvar_9; tmpvar_9 = tmpvar_8; gl_FragData[0] = tmpvar_9; }