uniform float _HalfOverCutoff;
uniform sampler2D _MainTex;
void main ()
{
  vec4 col_1;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
  col_1.xyz = (tmpvar_2.xyz * (2.0 * gl_Color.xyz));
  col_1.w = (tmpvar_2.w * (2.0 * _HalfOverCutoff));
  float x_3;
  x_3 = (col_1.w - 1.0);
  if ((x_3 < 0.0)) {
    discard;
  };
  gl_FragData[0] = col_1;
}


// stats: 6 alu 2 tex 1 flow
// inputs: 2
//  #0: gl_Color (high float) 4x1 [-1] loc 1
//  #1: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
//  #0: _HalfOverCutoff (high float) 1x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
