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

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uniform samplerCube _MainTex;
void main ()
{
gl_FragData[0] = textureCube (_MainTex, gl_TexCoord[0].xyz);
}
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// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 1
// #0: _MainTex (high cube) 0x0 [-1]