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

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uniform sampler2D _MainTex;
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uniform vec4 _TintColor;
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void main ()
{
gl_FragData[0] = (((2.0 * gl_Color) * _TintColor) * texture2D (_MainTex, gl_TexCoord[0].xy));
}
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// inputs: 2, stats: 3 alu 1 tex 0 flow