bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Slices1-out.txt

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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 light_2;
float x_3;
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x_3 = (fract((
(tmpvar_1.y + (tmpvar_1.z * 0.1))
* 5.0)) - 0.5);
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if ((x_3 < 0.0)) {
discard;
};
vec4 tmpvar_4;
tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_2.w = tmpvar_4.w;
light_2.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
vec4 c_5;
c_5.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz);
c_5.w = 0.0;
gl_FragData[0] = c_5;
}
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// inputs: 1, stats: 11 alu 3 tex 1 flow