struct v2f {
  vec4 pos;
  vec2 uv;
  vec3 color;
};
uniform sampler2D _MainTex;
uniform float _HalfOverCutoff;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

vec4 frag (
  in v2f i_2
)
{
  vec4 col_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, i_2.uv);
  vec4 tmpvar_5;
  tmpvar_5 = tmpvar_4;
  col_3 = tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6 = (col_3.xyz * (i_2.color * 2.0));
  col_3.xyz = tmpvar_6.xyz.xyz;
  float tmpvar_7;
  tmpvar_7 = (col_3.w * (2.0 * _HalfOverCutoff));
  col_3.w = vec4(tmpvar_7).w;
  xll_clip ((col_3.w - 1.0));
  return col_3;
}

void main ()
{
  v2f xlt_i_8;
  vec4 xl_retval_9;
  vec4 tmpvar_10;
  tmpvar_10 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_i_8.pos = tmpvar_10;
  vec2 tmpvar_11;
  tmpvar_11 = gl_TexCoord[0].xy;
  vec2 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  xlt_i_8.uv = tmpvar_12;
  vec3 tmpvar_13;
  tmpvar_13 = gl_TexCoord[1].xyz;
  vec3 tmpvar_14;
  tmpvar_14 = tmpvar_13;
  xlt_i_8.color = tmpvar_14;
  vec4 tmpvar_15;
  tmpvar_15 = frag (xlt_i_8);
  vec4 tmpvar_16;
  tmpvar_16 = tmpvar_15;
  xl_retval_9 = tmpvar_16;
  vec4 tmpvar_17;
  tmpvar_17 = xl_retval_9.xyzw;
  vec4 tmpvar_18;
  tmpvar_18 = tmpvar_17;
  gl_FragData[0] = tmpvar_18;
}

