bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-inline-varnames-out.txt

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void main ()
{
float tmpvar_1;
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tmpvar_1 = sqrt(gl_Vertex.x);
gl_Position = vec4((((gl_Vertex.x + tmpvar_1) + (gl_Vertex.x * tmpvar_1)) + sqrt(tmpvar_1)));
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}
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// stats: 6 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0