bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Test_VertexShaderDepthTexture-out.txt

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uniform sampler2D _CameraDepthTexture;
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uniform vec4 _ZBufferParams;
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void main ()
{
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gl_FragData[0] = vec4((1.0 - (1.0/((
(_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x)
+ _ZBufferParams.y)))));
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}
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// stats: 4 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _ZBufferParams (high float) 4x1 [-1]
// textures: 1
// #0: _CameraDepthTexture (high 2d) 0x0 [-1]