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

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uniform float _HalfOverCutoff;
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uniform sampler2D _MainTex;
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void main ()
{
vec4 col_1;
vec4 tmpvar_2;
tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
col_1.xyz = (tmpvar_2.xyz * (gl_TexCoord[1].xyz * 2.0));
col_1.w = (tmpvar_2.w * (2.0 * _HalfOverCutoff));
float x_3;
x_3 = (col_1.w - 1.0);
if ((x_3 < 0.0)) {
discard;
};
gl_FragData[0] = col_1;
}
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// stats: 6 alu 2 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
// #0: _HalfOverCutoff (high float) 1x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]