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

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uniform samplerCube _Cube;
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uniform vec4 _LightColor0;
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void main ()
{
vec4 c_1;
vec4 c_2;
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c_2.xyz = ((textureCube (_Cube, gl_TexCoord[0].xyz).xyz * _LightColor0.xyz) * (max (0.0,
dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)
) * 2.0));
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c_2.w = 0.0;
c_1.xyz = c_2.xyz;
c_1.w = 0.0;
gl_FragData[0] = c_1;
}
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// stats: 7 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
// #0: _LightColor0 (high float) 4x1 [-1]
// textures: 1
// #0: _Cube (high cube) 0x0 [-1]