bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Internal-PrePassLighting-out.txt

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uniform vec4 _ProjectionParams;
void main ()
{
vec4 tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 o_3;
o_3 = (tmpvar_1 * 0.5);
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vec2 tmpvar_4;
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tmpvar_4.x = o_3.x;
tmpvar_4.y = (o_3.y * _ProjectionParams.x);
o_3.xy = (tmpvar_4 + o_3.w);
o_3.zw = tmpvar_1.zw;
tmpvar_2 = ((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0));
vec3 tmpvar_5;
tmpvar_5 = mix (tmpvar_2, gl_MultiTexCoord0.xyz, vec3(float((gl_MultiTexCoord0.z != 0.0))));
tmpvar_2 = tmpvar_5;
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gl_Position = tmpvar_1;
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gl_TexCoord[0] = o_3;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.xyz = tmpvar_5;
gl_TexCoord[1] = tmpvar_6;
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}
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// stats: 10 alu 0 tex 0 flow
// inputs: 2
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 3 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _ProjectionParams (high float) 4x1 [-1]