bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-temps-outES.txt

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uniform sampler2D _BumpMap;
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uniform lowp vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform lowp float _Shininess;
varying lowp vec2 xlv_TEXCOORD0;
varying lowp vec3 xlv_TEXCOORD1;
varying lowp vec3 xlv_TEXCOORD2;
varying lowp vec3 xlv_TEXCOORD3;
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void main ()
{
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lowp vec4 c_1;
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lowp vec3 Normal_2;
lowp vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
Normal_2 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
c_1.xyz = ((tmpvar_3.xyz * (
(_LightColor0.xyz * max (0.0, dot (Normal_2, xlv_TEXCOORD2)))
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+ xlv_TEXCOORD3)) + (_LightColor0.xyz * (
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pow (max (0.0, dot (Normal_2, xlv_TEXCOORD1)), _Shininess)
* tmpvar_3.w)));
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c_1.w = 0.0;
gl_FragData[0] = c_1;
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}
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// stats: 14 alu 2 tex 0 flow
// inputs: 4
// #0: xlv_TEXCOORD0 (low float) 2x1 [-1]
// #1: xlv_TEXCOORD1 (low float) 3x1 [-1]
// #2: xlv_TEXCOORD2 (low float) 3x1 [-1]
// #3: xlv_TEXCOORD3 (low float) 3x1 [-1]
// uniforms: 2 (total size: 0)
// #0: _LightColor0 (low float) 4x1 [-1]
// #1: _Shininess (low float) 1x1 [-1]
// textures: 2
// #0: _BumpMap (low 2d) 0x0 [-1]
// #1: _MainTex (low 2d) 0x0 [-1]