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

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uniform float _BumpAmt;
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uniform sampler2D _BumpMap;
uniform sampler2D _GrabTexture;
uniform vec4 _GrabTexture_TexelSize;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
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tmpvar_2.zw = tmpvar_1.zw;
vec4 normal_3;
normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
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normal_3.z = sqrt(((1.0 -
(normal_3.x * normal_3.x)
) - (normal_3.y * normal_3.y)));
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tmpvar_2.xy = (((normal_3.xy * _BumpAmt) * (_GrabTexture_TexelSize.xy * tmpvar_1.z)) + tmpvar_1.xy);
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gl_FragData[0] = (texture2DProj (_GrabTexture, tmpvar_2) * texture2D (_MainTex, gl_TexCoord[2].xy));
}
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// stats: 12 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 2 (total size: 0)
// #0: _BumpAmt (high float) 1x1 [-1]
// #1: _GrabTexture_TexelSize (high float) 4x1 [-1]
// textures: 3
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _GrabTexture (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]