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

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uniform samplerCube _Tex;
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uniform vec4 _Tint;
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void main ()
{
vec4 col_1;
vec4 tmpvar_2;
tmpvar_2 = textureCube (_Tex, gl_TexCoord[0].xyz);
col_1.xyz = ((tmpvar_2.xyz + _Tint.xyz) - 0.5);
col_1.w = (tmpvar_2.w * _Tint.w);
gl_FragData[0] = col_1;
}
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// inputs: 1, stats: 3 alu 1 tex 0 flow