bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves3-out.txt

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform vec4 _LightPositionRange;
uniform sampler2D _MainTex;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xyz;
float x_2;
x_2 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff);
if ((x_2 < 0.0)) {
discard;
};
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vec4 enc_3;
enc_3 = (vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(
dot (tmpvar_1, tmpvar_1)
) * _LightPositionRange.w));
vec4 tmpvar_4;
tmpvar_4 = fract(enc_3);
enc_3 = (tmpvar_4 - (tmpvar_4.yzww * 0.00392157));
gl_FragData[0] = enc_3;
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}
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// stats: 10 alu 2 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// #2: _LightPositionRange (high float) 4x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]