bgfx/3rdparty/glsl-optimizer/tests/fragment/z-particle-out.txt

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uniform sampler2D _MainTex;
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varying vec4 xlv_COLOR;
varying vec2 xlv_TEXCOORD0;
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void main ()
{
gl_FragData[0] = (xlv_COLOR * texture2D (_MainTex, xlv_TEXCOORD0));
}
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// stats: 1 alu 1 tex 0 flow
// inputs: 2
// #0: xlv_COLOR (high float) 4x1 [-1]
// #1: xlv_TEXCOORD0 (high float) 2x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]