uniform sampler2D _MainTex;
uniform vec4 _LightPositionRange;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xyz;
  float x_2;
  x_2 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff);
  if ((x_2 < 0.0)) {
    discard;
  };
  vec4 tmpvar_3;
  tmpvar_3 = fract((vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(dot (tmpvar_1, tmpvar_1)) * _LightPositionRange.w)));
  gl_FragData[0] = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157));
}

