bgfx/3rdparty/glsl-optimizer/tests/fragment/opt-copypropelems-swizzle-out.txt

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varying vec2 uv;
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uniform sampler2D tex;
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void main ()
{
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vec4 v_1;
vec4 tmpvar_2;
tmpvar_2 = texture2D (tex, uv);
v_1.zw = tmpvar_2.zw;
v_1.y = tmpvar_2.x;
v_1.x = -(tmpvar_2.y);
gl_FragColor = v_1;
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}
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// stats: 1 alu 1 tex 0 flow
// inputs: 1
// #0: uv (high float) 2x1 [-1]
// textures: 1
// #0: tex (high 2d) 0x0 [-1]