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

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uniform sampler2D _CameraDepthTexture;
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uniform vec4 _LightShadowData;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightSplitsNear;
uniform sampler2D _ShadowMapTexture;
uniform mat4 _View2Shadow;
uniform mat4 _View2Shadow1;
uniform mat4 _View2Shadow2;
uniform mat4 _View2Shadow3;
uniform vec4 _ZBufferParams;
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void main ()
{
vec4 res_1;
float tmpvar_2;
tmpvar_2 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y)));
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = (gl_TexCoord[1].xyz * tmpvar_2);
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vec4 weights_4;
weights_4 = (vec4(greaterThanEqual (tmpvar_3.zzzz, _LightSplitsNear)) * vec4(lessThan (tmpvar_3.zzzz, _LightSplitsFar)));
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vec4 tmpvar_5;
tmpvar_5.w = 1.0;
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tmpvar_5.xyz = (((
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((_View2Shadow * tmpvar_3).xyz * weights_4.x)
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+
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((_View2Shadow1 * tmpvar_3).xyz * weights_4.y)
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) + (
(_View2Shadow2 * tmpvar_3)
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.xyz * weights_4.z)) + ((_View2Shadow3 * tmpvar_3).xyz * weights_4.w));
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vec4 tmpvar_6;
tmpvar_6 = texture2D (_ShadowMapTexture, tmpvar_5.xy);
float tmpvar_7;
if ((tmpvar_6.x < tmpvar_5.z)) {
tmpvar_7 = _LightShadowData.x;
} else {
tmpvar_7 = 1.0;
};
res_1.x = tmpvar_7;
res_1.y = 1.0;
vec2 enc_8;
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enc_8 = (vec2(1.0, 255.0) * (1.0 - tmpvar_2));
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vec2 tmpvar_9;
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tmpvar_9 = fract(enc_8);
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enc_8.y = tmpvar_9.y;
enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157));
res_1.zw = enc_8;
gl_FragData[0] = res_1;
}
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// stats: 30 alu 2 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 8 (total size: 0)
// #0: _LightShadowData (high float) 4x1 [-1]
// #1: _LightSplitsFar (high float) 4x1 [-1]
// #2: _LightSplitsNear (high float) 4x1 [-1]
// #3: _View2Shadow (high float) 4x4 [-1]
// #4: _View2Shadow1 (high float) 4x4 [-1]
// #5: _View2Shadow2 (high float) 4x4 [-1]
// #6: _View2Shadow3 (high float) 4x4 [-1]
// #7: _ZBufferParams (high float) 4x1 [-1]
// textures: 2
// #0: _CameraDepthTexture (high 2d) 0x0 [-1]
// #1: _ShadowMapTexture (high 2d) 0x0 [-1]