bgfx/3rdparty/glsl-optimizer/tests/fragment/zunity-MotionBlur-TileMax-out.txt

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uniform sampler2D _MainTex;
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uniform vec4 _MainTex_TexelSize;
varying vec2 xlv_TEXCOORD0;
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void main ()
{
vec2 mx_2;
vec2 uvCorner_3;
uvCorner_3 = xlv_TEXCOORD0;
mx_2 = texture2D (_MainTex, xlv_TEXCOORD0).xy;
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for (int j_1 = 0; j_1 < 8; j_1++) {
for (int l_4 = 0; l_4 < 8; l_4++) {
vec2 tmpvar_5;
tmpvar_5.x = float(l_4);
tmpvar_5.y = float(j_1);
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_5 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_6.xy, vec2(float((
dot (tmpvar_6.xy, tmpvar_6.xy)
>=
dot (mx_2, mx_2)
))));
};
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};
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vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = mx_2;
gl_FragData[0] = tmpvar_7;
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}
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// inputs: 1, stats: 16 alu 2 tex 4 flow