uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _MainTex;
void main ()
{
  vec4 col_1;
  col_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
  float x_2;
  x_2 = (col_1.w - _Cutoff);
  if ((x_2 < 0.0)) {
    discard;
  };
  gl_FragData[0] = col_1;
}


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