uniform sampler2D _MainTex; void main () { float x_1; x_1 = (texture2D (_MainTex, gl_TexCoord[0].xy).w - 0.001); if ((x_1 < 0.0)) { discard; }; gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0); } // stats: 3 alu 2 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]