bgfx/3rdparty/glsl-optimizer/tests/vertex/swizzlemask-out.txt

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varying vec4 texcoord;
void main ()
{
gl_Position.zw = (gl_Vertex.xy * 2.0);
gl_Position.xy = gl_Vertex.xy;
texcoord.x = gl_Vertex.z;
texcoord.yz = gl_Vertex.zw;
texcoord.w = gl_Vertex.x;
}
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// stats: 1 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0