uniform sampler2D _MainTex;
uniform float _Cutoff;
void main ()
{
  float x;
  x = ((texture2D (_MainTex, gl_TexCoord[1].xy) * gl_Color).w - _Cutoff);
  if ((x < 0.0)) {
    discard;
  };
  gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}

