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

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uniform sampler2D _GUIClipTexture;
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uniform sampler2D _MainTex;
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void main ()
{
vec4 col_1;
col_1.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * gl_Color.xyz);
col_1.w = (gl_Color.w * texture2D (_GUIClipTexture, gl_TexCoord[1].xy).w);
gl_FragData[0] = col_1;
}
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// stats: 2 alu 2 tex 0 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [2] loc 4
// textures: 2
// #0: _GUIClipTexture (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]