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

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uniform vec4 _CenterRadius;
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uniform sampler2D _MainTex;
uniform mat4 _RotationMatrix;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
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tmpvar_2.xy = tmpvar_1;
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vec2 tmpvar_3;
tmpvar_3 = (tmpvar_1 / _CenterRadius.zw);
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gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_2).xy, tmpvar_1, vec2(min (1.0,
sqrt(dot (tmpvar_3, tmpvar_3))
))) + _CenterRadius.xy));
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}
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// inputs: 1, stats: 8 alu 1 tex 0 flow