uniform sampler2D _MainTex;
void main ()
{
  float x_1;
  x_1 = (texture2D (_MainTex, gl_TexCoord[0].xy).w - 0.001);
  if ((x_1 < 0.0)) {
    discard;
  };
  gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}


// stats: 3 alu 2 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
