bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Bark1-out.txt

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uniform vec4 _Color;
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uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 c_1;
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vec4 c_2;
c_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
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vec4 c_3;
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c_3.xyz = ((c_2.xyz * _LightColor0.xyz) * ((
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max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz))
* texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0));
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c_3.w = c_2.w;
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c_1.xyz = c_3.xyz;
c_1.w = 0.0;
gl_FragData[0] = c_1;
}
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// stats: 8 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// textures: 2
// #0: _LightTexture0 (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]