bgfx/3rdparty/glsl-optimizer/tests/vertex/estest1-out.txt

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attribute vec4 position;
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uniform mat4 modelViewProjectionMatrix;
varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
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void main ()
{
gl_Position = (modelViewProjectionMatrix * position);
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = (position.xy * vec2(4.0, 4.0));
xlv_TEXCOORD0 = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = position.xy;
xlv_TEXCOORD1 = tmpvar_2;
}
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// stats: 4 alu 0 tex 0 flow
// inputs: 1
// #0: position (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
// #0: modelViewProjectionMatrix (high float) 4x4 [-1]