bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_ShowDepthNTexture-out.txt

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uniform sampler2D _CameraDepthNormalsTexture;
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uniform sampler2D _MainTex;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 col_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_CameraDepthNormalsTexture, tmpvar_1);
vec3 n_4;
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float g_5;
vec3 nn_6;
nn_6 = ((tmpvar_3.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0));
g_5 = (2.0 / dot (nn_6, nn_6));
n_4.xy = (g_5 * nn_6.xy);
n_4.z = (g_5 - 1.0);
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col_2.x = dot (tmpvar_3.zw, vec2(1.0, 0.00392157));
col_2.y = ((n_4.x * 0.5) + 0.5);
col_2.z = ((n_4.y * 0.5) + 0.5);
col_2.w = texture2D (_MainTex, tmpvar_1).w;
gl_FragData[0] = col_2;
}
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// stats: 11 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 2
// #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]