uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 c_2;
  vec4 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
  float tmpvar_4;
  tmpvar_4 = tmpvar_3.w;
  vec4 normal_5;
  normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
  normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y)));
  float x_6;
  x_6 = (tmpvar_3.w - _Cutoff);
  if ((x_6 < 0.0)) {
    discard;
  };
  vec4 c_7;
  c_7.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (max (0.0, dot (normal_5.xyz, gl_TexCoord[1].xyz)) * 2.0));
  c_7.w = tmpvar_4;
  c_2.xyz = c_7.xyz;
  c_2.w = tmpvar_4;
  gl_FragData[0] = c_2;
}

