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

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varying vec4 xlv_TEXCOORD0;
void main ()
{
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vec4 res_1;
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vec2 tmpvar_2;
tmpvar_2 = dFdx(xlv_TEXCOORD0.xy);
res_1.xy = tmpvar_2;
res_1.zw = (abs(tmpvar_2) + abs(dFdy(xlv_TEXCOORD0.xy)));
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gl_FragData[0] = res_1;
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}
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// stats: 5 alu 0 tex 0 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]