uniform sampler2D _MainTex;
uniform float _HalfOverCutoff;
void main ()
{
  vec4 col;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
  col = tmpvar_1;
  col.xyz = (tmpvar_1.xyz * (2.0 * gl_Color.xyz));
  col.w = (tmpvar_1.w * (2.0 * _HalfOverCutoff));
  float x;
  x = (col.w - 1.0);
  if ((x < 0.0)) {
    discard;
  };
  gl_FragData[0] = col;
}

