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

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uniform sampler2D _MainTex;
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uniform float _Treshold;
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void main ()
{
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vec3 diff_1;
vec4 original_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
original_2 = tmpvar_3;
diff_1 = (((tmpvar_3.xyz * 2.0) - texture2D (_MainTex, gl_TexCoord[1].xy).xyz) - texture2D (_MainTex, gl_TexCoord[2].xy).xyz);
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float tmpvar_4;
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tmpvar_4 = dot (diff_1, diff_1);
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if ((tmpvar_4 >= _Treshold)) {
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original_2.xyz = vec3(0.0, 0.0, 0.0);
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};
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gl_FragData[0] = original_2;
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}
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// stats: 6 alu 3 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
// #0: _Treshold (high float) 1x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]