bgfx/3rdparty/glsl-optimizer/tests/fragment/tex2dshadow-out.txt

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uniform sampler2DShadow shadowmap;
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varying vec4 xlv_TEXCOORD0;
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void main ()
{
gl_FragData[0] = vec4((shadow2D (shadowmap, xlv_TEXCOORD0.xyz).x + shadow2DProj (shadowmap, xlv_TEXCOORD0).x));
}
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// stats: 1 alu 2 tex 0 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// textures: 1
// #0: shadowmap (high 2d) 0x0 [-1]