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

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uniform sampler2D _MainTex;
void main ()
{
vec4 col_1;
col_1.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * (gl_TexCoord[1].xyz * 2.0));
col_1.w = 1.0;
gl_FragData[0] = col_1;
}
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// stats: 3 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]