bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Self-Illumin_Bumped_Specular1-out.txt

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uniform vec4 _Illum_ST;
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uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw);
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vec4 o_3;
vec4 tmpvar_4;
tmpvar_4 = (tmpvar_2 * 0.5);
vec2 tmpvar_5;
tmpvar_5.x = tmpvar_4.x;
tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
o_3.xy = (tmpvar_5 + tmpvar_4.w);
o_3.zw = tmpvar_2.zw;
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gl_Position = tmpvar_2;
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vec4 tmpvar_6;
tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_6.x = tmpvar_2.z;
xlv_FOG = tmpvar_6;
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gl_TexCoord[0] = tmpvar_1;
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gl_TexCoord[1] = o_3;
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}
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// inputs: 2, stats: 9 alu 0 tex 0 flow