bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Nature_Soft_Occlusion_Bark2-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 _LightPositionRange;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = fract ((vec4(1.0, 255.0, 65025.0, 160580992.0) * (length (gl_TexCoord[0].xyz) * _LightPositionRange.w)));
gl_FragData[0] = (tmpvar_1 - (tmpvar_1.yzww * 0.00392157));
}