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

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uniform mat4 mvp;
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attribute vec4 myColor;
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void main ()
{
gl_Position = (mvp * gl_Vertex);
gl_FrontColor = myColor;
}
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// stats: 1 alu 0 tex 0 flow
// inputs: 2
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// #1: myColor (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
// #0: mvp (high float) 4x4 [-1]