bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_DecalAddBump2-out.txt

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uniform vec4 _DecalBump_ST;
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uniform vec4 _Decal_ST;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
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vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw);
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gl_Position = pos_2;
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vec4 tmpvar_3;
tmpvar_3.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_3.x = pos_2.z;
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xlv_FOG = tmpvar_3;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 0.0);
tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
gl_TexCoord[1] = tmpvar_4;
}
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// stats: 9 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 4 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _DecalBump_ST (high float) 4x1 [-1]
// #2: _Decal_ST (high float) 4x1 [-1]
// #3: unity_LightmapST (high float) 4x1 [-1]