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

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uniform sampler2D _BumpSpecMap;
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uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _TranslucencyMap;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec4 c_3;
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float tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, tmpvar_1);
vec4 tmpvar_6;
tmpvar_6 = texture2D (_TranslucencyMap, tmpvar_1);
tmpvar_4 = (tmpvar_5.w * gl_Color.w);
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vec4 tmpvar_7;
tmpvar_7 = texture2D (_BumpSpecMap, tmpvar_1);
vec4 normal_8;
normal_8.xy = ((tmpvar_7.wy * 2.0) - 1.0);
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normal_8.z = sqrt(((1.0 -
(normal_8.x * normal_8.x)
) - (normal_8.y * normal_8.y)));
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float x_9;
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x_9 = (tmpvar_4 - _Cutoff);
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if ((x_9 < 0.0)) {
discard;
};
vec4 c_10;
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vec3 col_11;
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float tmpvar_12;
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tmpvar_12 = dot (normal_8.xyz, tmpvar_2);
float tmpvar_13;
tmpvar_13 = max (0.0, -(tmpvar_12));
col_11 = ((tmpvar_5.xyz * gl_Color.xyz) * (max (0.0,
((tmpvar_12 * 0.5) + 0.5)
) + (
(tmpvar_6.xyz * tmpvar_13)
* 2.0)));
col_11 = (col_11 + ((
pow (max (0.0, dot (normal_8.xyz, normalize(
(tmpvar_2 + normalize(gl_TexCoord[2].xyz))
))), (tmpvar_7.x * 128.0))
* tmpvar_6.w) * (1.0 -
clamp (ceil(tmpvar_13), 0.0, 1.0)
)));
col_11 = (col_11 * _LightColor0.xyz);
c_10.xyz = (col_11 * 2.0);
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c_3.xyz = c_10.xyz;
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c_3.w = tmpvar_4;
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gl_FragData[0] = c_3;
}
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// stats: 36 alu 4 tex 1 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 2 (total size: 0)
// #0: _Cutoff (high float) 1x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// textures: 3
// #0: _BumpSpecMap (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]
// #2: _TranslucencyMap (high 2d) 0x0 [-1]