uniform sampler2D _MainTex;
void surf (
  in vec2 uv_1,
  inout vec3 oo_2
)
{
  if ((uv_1.x < 0.0)) {
    discard;
  };
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, uv_1);
  vec3 tmpvar_4;
  tmpvar_4 = tmpvar_3.xyz;
  oo_2 = tmpvar_4;
}

void main ()
{
  vec3 oo_5;
  surf (gl_TexCoord[0].xy, oo_5);
  vec4 tmpvar_6;
  tmpvar_6 = vec4(0.5, 0.5, 0.5, 0.5);
  gl_FragData[0] = tmpvar_6;
}

