uniform sampler2D _MainTex;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
  float x;
  x = (tmpvar_1.w - _Cutoff);
  if ((x < 0.0)) {
    discard;
  };
  gl_FragData[0] = tmpvar_1;
}

