uniform sampler2D _MainTex; uniform float _HalfOverCutoff; void main () { vec4 col; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy); col = tmpvar_1; col.xyz = (tmpvar_1.xyz * (gl_TexCoord[1].xyz * 2.0)); col.w = (tmpvar_1.w * (2.0 * _HalfOverCutoff)); float x; x = (col.w - 1.0); if ((x < 0.0)) { discard; }; gl_FragData[0] = col; }