bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves1-out.txt

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 light_1;
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vec4 c_2;
c_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
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float x_3;
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x_3 = (c_2.w - _Cutoff);
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if ((x_3 < 0.0)) {
discard;
};
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light_1 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_1.xyz = (light_1.xyz + unity_Ambient.xyz);
vec4 c_4;
c_4.xyz = (c_2.xyz * light_1.xyz);
c_4.w = c_2.w;
gl_FragData[0] = c_4;
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}
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// stats: 7 alu 3 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// #2: unity_Ambient (high float) 4x1 [-1]
// textures: 2
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]