bgfx/3rdparty/glsl-optimizer/tests/fragment/tex2dlod-outES3.txt

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#version 300 es
precision mediump float;
uniform sampler2D tex;
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in highp vec4 uvHi;
in mediump vec4 uvMed;
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out mediump vec4 _fragColor;
void main ()
{
mediump vec4 tmpvar_1;
lowp vec4 tmpvar_2;
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tmpvar_2 = textureLod (tex, uvHi.xy, 0.0);
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tmpvar_1 = tmpvar_2;
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lowp vec4 tmpvar_3;
tmpvar_3 = textureLod (tex, uvMed.xy, uvMed.z);
_fragColor = (tmpvar_1 + tmpvar_3);
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}
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// stats: 1 alu 2 tex 0 flow
// inputs: 2
// #0: uvHi (high float) 4x1 [-1]
// #1: uvMed (medium float) 4x1 [-1]
// textures: 1
// #0: tex (low 2d) 0x0 [-1]