bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_DecalAddBump5-out.txt

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uniform sampler2D _Decal;
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uniform sampler2D _DecalBump;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 c_3;
vec4 normal_4;
normal_4.xy = ((texture2D (_DecalBump, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_4.z = sqrt(((1.0 -
(normal_4.x * normal_4.x)
) - (normal_4.y * normal_4.y)));
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vec4 c_5;
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c_5.xyz = (((texture2D (_Decal, tmpvar_1.xy).xyz * 0.5) * _LightColor0.xyz) * ((
max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz)))
* texture2D (_LightTexture0, vec2(
dot (tmpvar_2, tmpvar_2)
)).w) * 2.0));
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c_5.w = 0.0;
c_3.xyz = c_5.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// stats: 18 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
// #0: _LightColor0 (high float) 4x1 [-1]
// textures: 3
// #0: _Decal (high 2d) 0x0 [-1]
// #1: _DecalBump (high 2d) 0x0 [-1]
// #2: _LightTexture0 (high 2d) 0x0 [-1]