bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Tree_Optimized_Bark_Shader1-out.txt

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uniform sampler2D _BumpSpecMap;
void main ()
{
vec2 tmpvar_1;
vec4 normal_2;
normal_2.xy = ((texture2D (_BumpSpecMap, tmpvar_1).wy * 2.0) - 1.0);
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normal_2.z = sqrt(((1.0 -
(normal_2.x * normal_2.x)
) - (normal_2.y * normal_2.y)));
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gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}
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// inputs: 0, stats: 8 alu 1 tex 0 flow