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

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uniform vec4 _Color;
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uniform sampler2D _MainTex;
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void main ()
{
vec4 c_1;
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c_1 = (texture2D (_MainTex, gl_TexCoord[0].xy) + texture2D (_MainTex, gl_TexCoord[1].xy));
c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[2].xy));
c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[3].xy));
c_1 = (c_1 / 4.0);
c_1.xyz = (c_1.xyz * _Color.xyz);
c_1.xyz = (c_1.xyz * (c_1.w + _Color.w));
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c_1.w = 0.0;
gl_FragData[0] = c_1;
}
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// stats: 8 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 1 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]