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

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uniform vec4 _Color;
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uniform sampler2D _DecalTex;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
c_3.w = tmpvar_4.w;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw);
c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www);
vec4 tmpvar_6;
tmpvar_6 = (c_3 * _Color);
c_3 = tmpvar_6;
vec4 c_7;
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c_7.xyz = ((tmpvar_6.xyz * _LightColor0.xyz) * (max (0.0,
dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)
) * 2.0));
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c_7.w = tmpvar_6.w;
c_2.xyz = c_7.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
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// inputs: 1, stats: 8 alu 2 tex 0 flow