uniform float _Cutoff;
uniform sampler2D _MainTex;
void main ()
{
  float x_1;
  x_1 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * gl_Color).w - _Cutoff);
  if ((x_1 < 0.0)) {
    discard;
  };
  gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}


// stats: 4 alu 2 tex 1 flow
// inputs: 2
//  #0: gl_Color (high float) 4x1 [-1] loc 1
//  #1: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Cutoff (high float) 1x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
