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

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uniform vec4 _Color;
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uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[3];
vec4 c_2;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
vec4 c_4;
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c_4.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
*
((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w)
) * 2.0));
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c_4.w = tmpvar_3.w;
c_2.xyz = c_4.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
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// inputs: 1, stats: 16 alu 3 tex 0 flow