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

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uniform samplerCube _Tex;
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uniform vec4 _Tint;
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void main ()
{
vec4 col_1;
vec4 tmpvar_2;
tmpvar_2 = textureCube (_Tex, gl_TexCoord[0].xyz);
col_1.xyz = ((tmpvar_2.xyz + _Tint.xyz) - 0.5);
col_1.w = (tmpvar_2.w * _Tint.w);
gl_FragData[0] = col_1;
}
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// stats: 3 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _Tint (high float) 4x1 [-1]
// textures: 1
// #0: _Tex (high cube) 0x0 [-1]