bgfx/3rdparty/glsl-optimizer/tests/vertex/glsl140-basic-out.txt

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#version 140
uniform vec2 p;
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in vec4 position;
in vec4 icol;
out vec4 col;
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void main ()
{
col = icol;
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = p;
gl_Position = (tmpvar_1 + position);
}
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// stats: 2 alu 0 tex 0 flow
// inputs: 2
// #0: position (high float) 4x1 [-1]
// #1: icol (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
// #0: p (high float) 2x1 [-1]