bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Bark2-out.txt

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uniform vec4 _LightPositionRange;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xyz;
vec4 tmpvar_2;
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tmpvar_2 = fract((vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (
sqrt(dot (tmpvar_1, tmpvar_1))
* _LightPositionRange.w)));
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gl_FragData[0] = (tmpvar_2 - (tmpvar_2.yzww * 0.00392157));
}
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// inputs: 1, stats: 7 alu 0 tex 0 flow