bgfx/3rdparty/glsl-optimizer/tests/fragment/tex2dshadow-outES3.txt

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#version 300 es
precision mediump float;
uniform lowp sampler2DShadow shadowmap;
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in highp vec4 uvHi;
in mediump vec4 uvMed;
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out lowp vec4 _fragColor;
void main ()
{
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lowp vec4 r_1;
lowp vec4 tmpvar_2;
tmpvar_2 = vec4((texture (shadowmap, uvHi.xyz) + textureProj (shadowmap, uvHi)));
r_1.yzw = tmpvar_2.yzw;
r_1.x = (tmpvar_2.x + texture (shadowmap, uvMed.xyz));
_fragColor = r_1;
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}
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// stats: 2 alu 3 tex 0 flow
// inputs: 2
// #0: uvHi (high float) 4x1 [-1]
// #1: uvMed (medium float) 4x1 [-1]
// textures: 1
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// #0: shadowmap (low 2dshadow) 0x0 [-1]