bgfx/3rdparty/glsl-optimizer/tests/vertex/z-prepasslight-out.txt

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varying vec3 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD0;
uniform mat4 glstate_matrix_mvp;
uniform mat4 glstate_matrix_modelview0;
uniform vec4 _ProjectionParams;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (glstate_matrix_mvp * gl_Vertex);
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vec4 o_2;
vec4 tmpvar_3;
tmpvar_3 = (tmpvar_1 * 0.5);
vec2 tmpvar_4;
tmpvar_4.x = tmpvar_3.x;
tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
o_2.xy = (tmpvar_4 + tmpvar_3.w);
o_2.zw = tmpvar_1.zw;
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gl_Position = tmpvar_1;
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xlv_TEXCOORD0 = o_2;
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xlv_TEXCOORD1 = mix (((glstate_matrix_modelview0 * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_Normal, vec3(float((gl_Normal.z != 0.0))));
}