bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Glow_Downsample-out.txt

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uniform vec4 _MainTex_TexelSize;
void main ()
{
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float offY_1;
float offX_2;
vec4 uv_3;
vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 0.0);
tmpvar_4.xy = gl_MultiTexCoord0.xy;
uv_3.xy = (gl_TextureMatrix[0] * tmpvar_4).xy;
uv_3.zw = vec2(0.0, 0.0);
offX_2 = _MainTex_TexelSize.x;
offY_1 = _MainTex_TexelSize.y;
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vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 1.0);
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float tmpvar_6;
tmpvar_6 = -(_MainTex_TexelSize.x);
tmpvar_5.x = tmpvar_6;
float tmpvar_7;
tmpvar_7 = -(_MainTex_TexelSize.y);
tmpvar_5.y = tmpvar_7;
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vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 1.0);
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tmpvar_8.x = offX_2;
tmpvar_8.y = tmpvar_7;
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vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
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tmpvar_9.x = offX_2;
tmpvar_9.y = offY_1;
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vec4 tmpvar_10;
tmpvar_10.zw = vec2(0.0, 1.0);
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tmpvar_10.x = tmpvar_6;
tmpvar_10.y = offY_1;
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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gl_TexCoord[0] = (uv_3 + tmpvar_5);
gl_TexCoord[1] = (uv_3 + tmpvar_8);
gl_TexCoord[2] = (uv_3 + tmpvar_9);
gl_TexCoord[3] = (uv_3 + tmpvar_10);
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}
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// stats: 14 alu 0 tex 0 flow
// inputs: 2
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 3 (total size: 0)
// #0: gl_TextureMatrix (high float) 4x4 [16]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #2: _MainTex_TexelSize (high float) 4x1 [-1]