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

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uniform sampler2D _MainTex;
void main ()
{
gl_FragData[0] = (texture2D (_MainTex, gl_TexCoord[0].xy) * vec4(1.0, 0.0, 0.0, 1.0));
}
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// stats: 1 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]