bgfx/3rdparty/glsl-optimizer/tests/fragment/tex3D-out.txt

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uniform sampler3D tex;
varying vec3 uv;
void main ()
{
gl_FragColor = texture3D (tex, uv);
}
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// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: uv (high float) 3x1 [-1]
// textures: 1
// #0: tex (high 3d) 0x0 [-1]