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

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform sampler2D _MainTex;
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void main ()
{
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vec4 col_1;
col_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
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float x_2;
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x_2 = (col_1.w - _Cutoff);
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if ((x_2 < 0.0)) {
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discard;
};
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gl_FragData[0] = col_1;
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}
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// stats: 3 alu 2 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]