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

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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c_3;
float x_4;
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x_4 = (fract((
(tmpvar_1.y + (tmpvar_1.z * 0.1))
* 5.0)) - 0.5);
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if ((x_4 < 0.0)) {
discard;
};
vec4 c_5;
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c_5.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[2].xyz, normalize(gl_TexCoord[3].xyz)))
*
((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
) * 2.0));
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c_5.w = 0.0;
c_3.xyz = c_5.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// inputs: 1, stats: 22 alu 4 tex 1 flow