bgfx/3rdparty/glsl-optimizer/tests/fragment/estest1-out.txt

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uniform vec4 _Color;
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uniform sampler2D _Detail;
uniform sampler2D _MainTex;
varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
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void main ()
{
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vec4 c_1;
c_1 = (_Color * texture2D (_MainTex, xlv_TEXCOORD0.xy));
c_1 = ((c_1 * texture2D (_Detail, xlv_TEXCOORD1.xy)) * 2.0);
gl_FragData[0] = c_1;
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}
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// stats: 3 alu 2 tex 0 flow
// inputs: 2
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// #1: xlv_TEXCOORD1 (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// textures: 2
// #0: _Detail (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]