uniform sampler2D _MainTex;
void main ()
{
  vec4 col;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
  col = tmpvar_1;
  col.xyz = (tmpvar_1.xyz * gl_Color.xyz);
  if ((tmpvar_1.w < 0.0)) {
    discard;
  };
  gl_FragData[0] = col;
}

