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

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uniform sampler2D _MainTex;
void main ()
{
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vec4 prev_1;
prev_1 = (gl_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
gl_FragData[0] = mix (vec4(1.0, 1.0, 1.0, 1.0), prev_1, prev_1.wwww);
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}
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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]