bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Custom_Data2-out.txt

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uniform sampler2D _LightBuffer;
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uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 light_2;
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.xyz = (light_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_3;
c_3.xyz = (gl_TexCoord[0].xyz * light_2.xyz);
c_3.w = 0.0;
gl_FragData[0] = c_3;
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}
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// stats: 9 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// textures: 3
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: unity_Lightmap (high 2d) 0x0 [-1]
// #2: unity_LightmapInd (high 2d) 0x0 [-1]