bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-FX_Water_(simple)-out.txt

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varying vec4 xlv_FOG;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform float _WaveScale;
uniform vec4 _WaveOffset;
void main ()
{
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vec4 temp_1;
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vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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temp_1 = ((gl_Vertex.xzxz * _WaveScale) + _WaveOffset);
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vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_2;
vec4 tmpvar_4;
tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_4.x = tmpvar_2.z;
xlv_FOG = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
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tmpvar_5.xy = (temp_1.xy * vec2(0.4, 0.45));
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gl_TexCoord[0] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
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tmpvar_6.xy = temp_1.wz;
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gl_TexCoord[1] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
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tmpvar_7.xyz = normalize((((_World2Object * tmpvar_3).xyz * unity_Scale.w) - gl_Vertex.xyz)).xzy;
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gl_TexCoord[2] = tmpvar_7;
}