bgfx/3rdparty/glsl-optimizer/tests/vertex/z-prepasslight-outES.txt

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attribute highp vec4 _glesVertex;
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attribute mediump vec3 _glesNormal;
uniform highp vec4 _ProjectionParams;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
varying highp vec4 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
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void main ()
{
highp vec3 tmpvar_1;
tmpvar_1 = _glesNormal;
highp vec4 tmpvar_2;
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highp vec3 tmpvar_3;
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tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
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highp vec4 o_4;
o_4 = (tmpvar_2 * 0.5);
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highp vec2 tmpvar_5;
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tmpvar_5.x = o_4.x;
tmpvar_5.y = (o_4.y * _ProjectionParams.x);
o_4.xy = (tmpvar_5 + o_4.w);
o_4.zw = tmpvar_2.zw;
tmpvar_3 = ((glstate_matrix_modelview0 * _glesVertex).xyz * vec3(-1.0, -1.0, 1.0));
highp vec3 tmpvar_6;
tmpvar_6 = mix (tmpvar_3, tmpvar_1, vec3(float((tmpvar_1.z != 0.0))));
tmpvar_3 = tmpvar_6;
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gl_Position = tmpvar_2;
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xlv_TEXCOORD0 = o_4;
xlv_TEXCOORD1 = tmpvar_6;
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}
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// stats: 9 alu 0 tex 0 flow
// inputs: 2
// #0: _glesVertex (high float) 4x1 [-1]
// #1: _glesNormal (medium float) 3x1 [-1]
// uniforms: 3 (total size: 0)
// #0: _ProjectionParams (high float) 4x1 [-1]
// #1: glstate_matrix_modelview0 (high float) 4x4 [-1]
// #2: glstate_matrix_mvp (high float) 4x4 [-1]