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

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uniform vec4 _Color;
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uniform sampler2D _MainTex;
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void main ()
{
gl_FragData[0] = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
}
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// stats: 1 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]