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

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void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
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tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_2.xy = ((tmpvar_1.xy + tmpvar_1.w) * 0.5);
tmpvar_2.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
gl_TexCoord[0] = tmpvar_2;
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}
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// stats: 3 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]