bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves2-out.txt

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 light_2;
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vec4 c_3;
c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
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float x_4;
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x_4 = (c_3.w - _Cutoff);
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if ((x_4 < 0.0)) {
discard;
};
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.xyz = (light_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_5;
c_5.xyz = (c_3.xyz * light_2.xyz);
c_5.w = c_3.w;
gl_FragData[0] = c_5;
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}
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// stats: 11 alu 5 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// textures: 4
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]
// #2: unity_Lightmap (high 2d) 0x0 [-1]
// #3: unity_LightmapInd (high 2d) 0x0 [-1]