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

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uniform vec4 _MainTex_ST;
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uniform mat4 glstate_matrix_mvp;
varying vec4 xlv_COLOR;
varying vec2 xlv_TEXCOORD0;
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void main ()
{
gl_Position = (glstate_matrix_mvp * gl_Vertex);
xlv_COLOR = gl_Color;
xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
}
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// stats: 3 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
// #0: _MainTex_ST (high float) 4x1 [-1]
// #1: glstate_matrix_mvp (high float) 4x4 [-1]