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;
    vec4 nz;
};
struct appdata_grass {
    vec4 vertex;
    vec4 tangent;
    vec4 color;
    vec4 texcoord;
    vec4 texcoord1;
};
uniform float _Cutoff;
uniform sampler2D _MainTex;
vec2 EncodeViewNormalStereo( in vec3 n );
vec2 EncodeFloatRG( in float v );
vec4 EncodeDepthNormal( in float depth, in vec3 normal );
vec4 frag( in v2f i );
vec2 EncodeViewNormalStereo( in vec3 n ) {
    float kScale = 1.77770;
    vec2 enc;
    enc = (n.xy  / (n.z  + 1.00000));
    enc /= kScale;
    enc = ((enc * 0.500000) + 0.500000);
    return enc;
}
vec2 EncodeFloatRG( in float v ) {
    vec2 kEncodeMul = vec2( 1.00000, 255.000);
    float kEncodeBit = 0.00392157;
    vec2 enc;
    enc = (kEncodeMul * v);
    enc = fract( enc );
    enc.x  -= (enc.y  * kEncodeBit);
    return enc;
}
vec4 EncodeDepthNormal( in float depth, in vec3 normal ) {
    vec4 enc;
    enc.xy  = EncodeViewNormalStereo( normal);
    enc.zw  = EncodeFloatRG( depth);
    return enc;
}
vec4 frag( in v2f i ) {
    vec4 texcol;
    texcol = texture2D( _MainTex, i.uv);
    xll_clip( (texcol.w  - _Cutoff) );
    return EncodeDepthNormal( i.nz.w , i.nz.xyz );
}
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2( gl_TexCoord[0]);
    xlt_i.nz = vec4( gl_TexCoord[1]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
