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

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uniform vec4 _Color;
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uniform sampler2D _MainTex;
uniform samplerCube _ToonShade;
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void main ()
{
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vec4 col_1;
col_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
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vec4 tmpvar_2;
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tmpvar_2.xyz = ((2.0 * textureCube (_ToonShade, gl_TexCoord[1].xyz).xyz) * col_1.xyz);
tmpvar_2.w = col_1.w;
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gl_FragData[0] = tmpvar_2;
}
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// stats: 3 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// textures: 2
// #0: _MainTex (high 2d) 0x0 [-1]
// #1: _ToonShade (high cube) 0x0 [-1]