struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
  vec2 hip_pack0;
  vec4 lop_color;
};
uniform sampler2D _MainTex;
uniform float _Cutoff;
void xll_clip (
  in float x
)
{
  if ((x < 0.0)) {
    discard;
  };
}

void surf (
  in Input IN,
  inout SurfaceOutput o
)
{
  vec4 c;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
  vec4 tmpvar_2;
  tmpvar_2 = (tmpvar_1 * IN.color);
  c = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = c.xyz;
  o.Albedo = tmpvar_3;
  float tmpvar_4;
  tmpvar_4 = c.w;
  o.Alpha = tmpvar_4;
}

vec4 frag_surf (
  in v2f_surf IN
)
{
  SurfaceOutput o;
  Input surfIN;
  vec2 tmpvar_1;
  tmpvar_1 = IN.hip_pack0.xy;
  surfIN.uv_MainTex = tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = IN.lop_color;
  surfIN.color = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = vec3(0.0, 0.0, 0.0);
  o.Albedo = tmpvar_3;
  vec3 tmpvar_4;
  tmpvar_4 = vec3(0.0, 0.0, 0.0);
  o.Emission = tmpvar_4;
  float tmpvar_5;
  tmpvar_5 = 0.0;
  o.Specular = tmpvar_5;
  float tmpvar_6;
  tmpvar_6 = 0.0;
  o.Alpha = tmpvar_6;
  float tmpvar_7;
  tmpvar_7 = 0.0;
  o.Gloss = tmpvar_7;
  surf (surfIN, o);
  xll_clip ((o.Alpha - _Cutoff));
  return vec4(0.0, 0.0, 0.0, 0.0);
}

void main ()
{
  v2f_surf xlt_IN;
  vec4 xl_retval;
  vec4 tmpvar_1;
  tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN.pos = tmpvar_1;
  vec2 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1].xy;
  vec2 tmpvar_3;
  tmpvar_3 = tmpvar_2;
  xlt_IN.hip_pack0 = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4 = gl_Color.xyzw;
  vec4 tmpvar_5;
  tmpvar_5 = tmpvar_4;
  xlt_IN.lop_color = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6 = frag_surf (xlt_IN);
  vec4 tmpvar_7;
  tmpvar_7 = tmpvar_6;
  xl_retval = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8 = xl_retval.xyzw;
  vec4 tmpvar_9;
  tmpvar_9 = tmpvar_8;
  gl_FragData[0] = tmpvar_9;
}

