uniform vec4 _Color;
uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _WorldSpaceLightPos0;
void main ()
{
  vec4 c_1;
  float tmpvar_2;
  vec4 c_3;
  c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  tmpvar_2 = c_3.w;
  float x_4;
  x_4 = (c_3.w - _Cutoff);
  if ((x_4 < 0.0)) {
    discard;
  };
  vec4 c_5;
  c_5.xyz = ((c_3.xyz * _LightColor0.xyz) * ((
    max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz))
   * texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
  c_5.w = tmpvar_2;
  c_1.xyz = (c_5.xyz + (c_3.xyz * gl_TexCoord[2].xyz));
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}


// stats: 11 alu 3 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 4 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Cutoff (high float) 1x1 [-1]
//  #2: _LightColor0 (high float) 4x1 [-1]
//  #3: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// textures: 2
//  #0: _MainTex (high 2d) 0x0 [-1]
//  #1: _ShadowMapTexture (high 2d) 0x0 [-1]
