bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_ScreenPosAlbedo1-out.txt

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uniform vec4 _ProjectionParams;
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varying vec4 xlv_FOG;
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void main ()
{
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vec4 pos_1;
pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 o_2;
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o_2 = (pos_1 * 0.5);
vec2 tmpvar_3;
tmpvar_3.x = o_2.x;
tmpvar_3.y = (o_2.y * _ProjectionParams.x);
o_2.xy = (tmpvar_3 + o_2.w);
o_2.zw = pos_1.zw;
vec4 o_4;
o_4 = (pos_1 * 0.5);
vec2 tmpvar_5;
tmpvar_5.x = o_4.x;
tmpvar_5.y = (o_4.y * _ProjectionParams.x);
o_4.xy = (tmpvar_5 + o_4.w);
o_4.zw = pos_1.zw;
gl_Position = pos_1;
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vec4 tmpvar_6;
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tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_6.x = pos_1.z;
xlv_FOG = tmpvar_6;
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gl_TexCoord[0] = o_2;
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gl_TexCoord[1] = o_4;
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}
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// stats: 8 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _ProjectionParams (high float) 4x1 [-1]