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

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uniform vec4 _GrainOffsetScale;
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uniform vec4 _ScratchOffsetScale;
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void main ()
{
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vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = gl_MultiTexCoord0.xy;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
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tmpvar_2.xy = (gl_TextureMatrix[0] * tmpvar_1).xy;
gl_TexCoord[0] = tmpvar_2;
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vec4 tmpvar_3;
tmpvar_3.zw = vec2(0.0, 0.0);
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tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _GrainOffsetScale.zw) + _GrainOffsetScale.xy);
gl_TexCoord[1] = tmpvar_3;
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vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 0.0);
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tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _ScratchOffsetScale.zw) + _ScratchOffsetScale.xy);
gl_TexCoord[2] = tmpvar_4;
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}
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// stats: 10 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: 4 (total size: 0)
// #0: gl_TextureMatrix (high float) 4x4 [16]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #2: _GrainOffsetScale (high float) 4x1 [-1]
// #3: _ScratchOffsetScale (high float) 4x1 [-1]