void xll_clip(float x) {
  if ( x<0.0 ) discard;
}
struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 pos;
    vec2 uv;
};
struct appdata_tree_billboard {
    vec4 vertex;
    vec4 color;
    vec4 texcoord;
    vec2 texcoord1;
};
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
    vec4 texcol;
    texcol = texture2D( _MainTex, i.uv);
    xll_clip( (texcol.w  - 0.00100000) );
    return vec4( 0.000000);
}
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2( gl_TexCoord[0]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
