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

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uniform vec4 _CenterRadius;
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uniform sampler2D _MainTex;
uniform mat4 _RotationMatrix;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
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vec2 tmp_2;
vec4 tmpvar_3;
tmpvar_3.zw = vec2(0.0, 0.0);
tmpvar_3.xy = tmpvar_1;
tmp_2 = (tmpvar_1 / _CenterRadius.zw);
gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_3).xy, tmpvar_1, vec2(min (1.0,
sqrt(dot (tmp_2, tmp_2))
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))) + _CenterRadius.xy));
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}
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// stats: 8 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 2 (total size: 0)
// #0: _CenterRadius (high float) 4x1 [-1]
// #1: _RotationMatrix (high float) 4x4 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]