bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_2UV1-out.txt

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uniform sampler2D _Detail;
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uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light_2;
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
vec4 c_3;
c_3.xyz = ((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * (2.0 * light_2.xyz));
c_3.w = 0.0;
gl_FragData[0] = c_3;
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}
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// stats: 7 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
// #0: unity_Ambient (high float) 4x1 [-1]
// textures: 3
// #0: _Detail (high 2d) 0x0 [-1]
// #1: _LightBuffer (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]