bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Internal-GUITextureClip-out.txt

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uniform mat4 _GUIClipTextureMatrix;
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uniform vec4 _MainTex_ST;
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void main ()
{
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_FrontColor = gl_Color;
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = (_GUIClipTextureMatrix * (gl_ModelViewMatrix * gl_Vertex)).xy;
gl_TexCoord[1] = tmpvar_2;
}
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// inputs: 3, stats: 7 alu 0 tex 0 flow