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

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uniform vec4 _Color;
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uniform sampler2D _MainTex;
uniform samplerCube _ToonShade;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
vec4 tmpvar_2;
tmpvar_2.xyz = ((2.0 * textureCube (_ToonShade, gl_TexCoord[1].xyz).xyz) * tmpvar_1.xyz);
tmpvar_2.w = tmpvar_1.w;
gl_FragData[0] = tmpvar_2;
}
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// inputs: 1, stats: 3 alu 2 tex 0 flow