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

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uniform sampler2D _MainTex;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
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float x_2;
x_2 = (tmpvar_1.w - _Cutoff);
if ((x_2 < 0.0)) {
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discard;
};
gl_FragData[0] = tmpvar_1;
}