bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Camera-DepthNormalTexture1-out.txt

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uniform float _Cutoff;
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uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[1];
float x_2;
x_2 = (texture2D (_MainTex, gl_TexCoord[0].xy).w - _Cutoff);
if ((x_2 < 0.0)) {
discard;
};
vec4 enc_3;
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enc_3.xy = (((
(tmpvar_1.xy / (tmpvar_1.z + 1.0))
/ 1.7777) * 0.5) + 0.5);
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vec2 enc_4;
vec2 tmpvar_5;
tmpvar_5 = fract((vec2(1.0, 255.0) * tmpvar_1.w));
enc_4.y = tmpvar_5.y;
enc_4.x = (tmpvar_5.x - (tmpvar_5.y * 0.00392157));
enc_3.zw = enc_4;
gl_FragData[0] = enc_3;
}
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// inputs: 1, stats: 11 alu 2 tex 1 flow