bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-inlineexpr1-outES.txt

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uniform sampler2D _MainTex;
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uniform sampler2D _BurntTex;
uniform mediump float _EmberFadeEnd;
uniform mediump float _EmberFadeStart;
varying mediump vec2 xlv_TEXCOORD0;
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void main ()
{
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lowp float t_1;
mediump float tmpvar_2;
tmpvar_2 = clamp (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)), 0.0, 1.0);
t_1 = tmpvar_2;
lowp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, vec3(t_1));
gl_FragColor = tmpvar_3;
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}
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// stats: 6 alu 2 tex 0 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
// uniforms: 2 (total size: 0)
// #0: _EmberFadeEnd (medium float) 1x1 [-1]
// #1: _EmberFadeStart (medium float) 1x1 [-1]
// textures: 2
// #0: _MainTex (low 2d) 0x0 [-1]
// #1: _BurntTex (low 2d) 0x0 [-1]