uniform float _Cutoff;
uniform sampler2D _MainTex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1];
  float x_2;
  x_2 = (texture2D (_MainTex, gl_TexCoord[0].xy).w - _Cutoff);
  if ((x_2 < 0.0)) {
    discard;
  };
  vec4 enc_3;
  vec2 enc_4;
  enc_4 = (tmpvar_1.xy / (tmpvar_1.z + 1.0));
  enc_4 = (enc_4 / 1.7777);
  enc_4 = ((enc_4 * 0.5) + 0.5);
  enc_3.xy = enc_4;
  vec2 enc_5;
  enc_5 = (vec2(1.0, 255.0) * tmpvar_1.w);
  vec2 tmpvar_6;
  tmpvar_6 = fract(enc_5);
  enc_5.y = tmpvar_6.y;
  enc_5.x = (tmpvar_6.x - (tmpvar_6.y * 0.00392157));
  enc_3.zw = enc_5;
  gl_FragData[0] = enc_3;
}


// stats: 11 alu 2 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Cutoff (high float) 1x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]