uniform sampler2D _MainTex;
uniform float _HalfOverCutoff;
void main ()
{
  vec4 col_1;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
  col_1.xyz = (tmpvar_2.xyz * (2.0 * gl_Color.xyz));
  col_1.w = (tmpvar_2.w * (2.0 * _HalfOverCutoff));
  float x_3;
  x_3 = (col_1.w - 1.0);
  if ((x_3 < 0.0)) {
    discard;
  };
  gl_FragData[0] = col_1;
}

