bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Particles_Additive_(Soft)-out.txt

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uniform sampler2D _MainTex;
void main ()
{
vec4 prev_1;
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prev_1 = (gl_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
prev_1.xyz = (prev_1.xyz * prev_1.w);
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gl_FragData[0] = prev_1;
}
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// stats: 2 alu 1 tex 0 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]