uniform sampler2D _MainTex;
uniform float _Cutoff;
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;
  enc_3.xy = ((((tmpvar_1.xy / (tmpvar_1.z + 1.0)) / 1.7777) * 0.5) + 0.5);
  vec2 enc_4;
  vec2 tmpvar_5;
  tmpvar_5 = fract((vec2(1.0, 255.0) * tmpvar_1.w));
  enc_4.y = tmpvar_5.y;
  enc_4.x = (tmpvar_5.x - (tmpvar_5.y * 0.00392157));
  enc_3.zw = enc_4;
  gl_FragData[0] = enc_3;
}

