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

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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_MultiTexCoord0.xy;
vec4 tmpvar_2;
vec4 tmpvar_3;
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tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_3.xy = ((tmpvar_2.xy + tmpvar_2.w) * 0.5);
tmpvar_3.zw = tmpvar_2.zw;
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vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 0.0);
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tmpvar_4.xy = tmpvar_1;
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vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
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tmpvar_5.xy = tmpvar_1;
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gl_Position = tmpvar_2;
gl_TexCoord[0] = tmpvar_3;
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vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
tmpvar_6.xy = (gl_TextureMatrix[1] * tmpvar_4).xy;
gl_TexCoord[1] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = (gl_TextureMatrix[2] * tmpvar_5).xy;
gl_TexCoord[2] = tmpvar_7;
}
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// stats: 9 alu 0 tex 0 flow
// inputs: 2
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
// #0: gl_TextureMatrix (high float) 4x4 [16]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]