bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_2UV1-out.txt

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uniform sampler2D _Detail;
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uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light_2;
vec4 tmpvar_3;
tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.w = tmpvar_3.w;
light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
vec4 c_4;
c_4.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * 2.0) * light_2.xyz);
c_4.w = 0.0;
gl_FragData[0] = c_4;
}
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// inputs: 1, stats: 7 alu 3 tex 0 flow