bgfx/3rdparty/glsl-optimizer/tests/fragment/estest1-ir.txt

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struct v2f {
vec4 pos;
vec2 uv0;
vec2 uv1;
};
varying vec4 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD0;
uniform sampler2D _MainTex;
uniform sampler2D _Detail;
uniform vec4 _Color;
vec4 frag (
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in v2f i_1
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)
{
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vec4 c_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, i_1.uv0);
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vec4 tmpvar_4;
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tmpvar_4 = (_Color * tmpvar_3);
c_2 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_Detail, i_1.uv1);
vec4 tmpvar_6;
tmpvar_6 = ((c_2 * tmpvar_5) * 2.0);
c_2 = tmpvar_6;
return c_2;
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}
void main ()
{
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v2f xlt_i_7;
vec4 xl_retval_8;
vec2 tmpvar_9;
tmpvar_9 = xlv_TEXCOORD0.xy;
vec2 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_i_7.uv0 = tmpvar_10;
vec2 tmpvar_11;
tmpvar_11 = xlv_TEXCOORD1.xy;
vec2 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_i_7.uv1 = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = frag (xlt_i_7);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval_8 = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval_8.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_FragData[0] = tmpvar_16;
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}