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

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uniform float _Cutoff;
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uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform vec4 _WorldSpaceLightPos0;
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void main ()
{
vec4 c_1;
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float tmpvar_2;
vec4 c_3;
c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
tmpvar_2 = c_3.w;
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float x_4;
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x_4 = (c_3.w - _Cutoff);
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if ((x_4 < 0.0)) {
discard;
};
vec4 c_5;
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c_5.xyz = ((c_3.xyz * _LightColor0.xyz) * (max (0.0,
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dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)
) * 2.0));
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c_5.w = tmpvar_2;
c_1.xyz = (c_5.xyz + (c_3.xyz * gl_TexCoord[2].xyz));
c_1.w = tmpvar_2;
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gl_FragData[0] = c_1;
}
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// stats: 10 alu 2 tex 1 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 3 (total size: 0)
// #0: _Cutoff (high float) 1x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]