bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Test_VertexShaderDepthTexture-out.txt

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uniform sampler2D _CameraDepthTexture;
void main ()
{
vec4 tmpvar_1;
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tmpvar_1.xzw = gl_Vertex.xzw;
tmpvar_1.y = (gl_Vertex.y + ((1.0 - texture2DLod (_CameraDepthTexture, gl_MultiTexCoord0.xy, 0.0).x) * 3.0));
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1);
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vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = gl_MultiTexCoord0.xy;
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gl_TexCoord[0] = tmpvar_2;
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}