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

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uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _MainTex;
uniform vec4 _ZBufferParams;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 col_2;
col_2.zw = texture2D (_MainTex, tmpvar_1).zw;
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col_2.xy = vec2(((1.0/((
(_ZBufferParams.z * texture2D (_CameraDepthTexture, tmpvar_1).x)
+ _ZBufferParams.w))) * 0.01));
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gl_FragData[0] = col_2;
}
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// stats: 4 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _ZBufferParams (high float) 4x1 [-1]
// textures: 2
// #0: _CameraDepthTexture (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]