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

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[3];
vec4 c_2;
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float tmpvar_3;
vec4 c_4;
c_4 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
tmpvar_3 = c_4.w;
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float x_5;
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x_5 = (c_4.w - _Cutoff);
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if ((x_5 < 0.0)) {
discard;
};
vec4 c_6;
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c_6.xyz = ((c_4.xyz * _LightColor0.xyz) * ((
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max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
*
((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w)
) * 2.0));
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c_6.w = tmpvar_3;
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c_2.xyz = c_6.xyz;
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c_2.w = tmpvar_3;
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gl_FragData[0] = c_2;
}
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// stats: 17 alu 4 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// #2: _LightColor0 (high float) 4x1 [-1]
// textures: 3
// #0: _LightTexture0 (high 2d) 0x0 [-1]
// #1: _LightTextureB0 (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]