bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Cutout_Specular1-out.txt

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _SpecColor;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[4].xyz;
vec4 c_3;
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float tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, gl_TexCoord[0].xy);
tmpvar_4 = (tmpvar_5.w * _Color.w);
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float x_6;
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x_6 = (tmpvar_4 - _Cutoff);
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if ((x_6 < 0.0)) {
discard;
};
vec3 tmpvar_7;
tmpvar_7 = normalize(gl_TexCoord[2].xyz);
float atten_8;
atten_8 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
vec4 c_9;
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float spec_10;
spec_10 = (pow (max (0.0,
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dot (tmpvar_1, normalize((tmpvar_7 + normalize(gl_TexCoord[3].xyz))))
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), (_Shininess * 128.0)) * tmpvar_5.w);
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c_9.xyz = (((
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((tmpvar_5.xyz * _Color.xyz) * _LightColor0.xyz)
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*
max (0.0, dot (tmpvar_1, tmpvar_7))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
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* spec_10)) * (atten_8 * 2.0));
c_9.w = (tmpvar_4 + ((_LightColor0.w * _SpecColor.w) * (spec_10 * atten_8)));
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c_3.xyz = c_9.xyz;
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c_3.w = tmpvar_4;
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gl_FragData[0] = c_3;
}
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// stats: 28 alu 4 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 5 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// #2: _LightColor0 (high float) 4x1 [-1]
// #3: _Shininess (high float) 1x1 [-1]
// #4: _SpecColor (high float) 4x1 [-1]
// textures: 3
// #0: _LightTexture0 (high cube) 0x0 [-1]
// #1: _LightTextureB0 (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]