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

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
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float tmpvar_3;
vec4 c_4;
c_4 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
tmpvar_3 = c_4.w;
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vec4 normal_5;
normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_5.z = sqrt(((1.0 -
(normal_5.x * normal_5.x)
) - (normal_5.y * normal_5.y)));
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float x_6;
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x_6 = (c_4.w - _Cutoff);
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if ((x_6 < 0.0)) {
discard;
};
vec4 c_7;
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c_7.xyz = ((c_4.xyz * _LightColor0.xyz) * (max (0.0,
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dot (normal_5.xyz, gl_TexCoord[1].xyz)
) * 2.0));
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c_7.w = tmpvar_3;
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c_2.xyz = c_7.xyz;
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c_2.w = tmpvar_3;
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gl_FragData[0] = c_2;
}
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// stats: 15 alu 3 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// #2: _LightColor0 (high float) 4x1 [-1]
// textures: 2
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]