uniform vec4 _Color;
uniform float _Cutoff;
uniform vec4 _LightPositionRange;
uniform sampler2D _MainTex;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xyz;
  float x_2;
  x_2 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff);
  if ((x_2 < 0.0)) {
    discard;
  };
  vec4 enc_3;
  enc_3 = (vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(
    dot (tmpvar_1, tmpvar_1)
  ) * _LightPositionRange.w));
  vec4 tmpvar_4;
  tmpvar_4 = fract(enc_3);
  enc_3 = (tmpvar_4 - (tmpvar_4.yzww * 0.00392157));
  gl_FragData[0] = enc_3;
}


// stats: 10 alu 2 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Cutoff (high float) 1x1 [-1]
//  #2: _LightPositionRange (high float) 4x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
