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

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uniform vec4 _Color;
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uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform vec4 _WorldSpaceLightPos0;
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void main ()
{
vec4 c_1;
vec4 tmpvar_2;
tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
float tmpvar_3;
tmpvar_3 = tmpvar_2.w;
vec4 c_4;
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c_4.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * (max (0.0,
dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)
) * 2.0));
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c_4.w = tmpvar_3;
c_1.xyz = (c_4.xyz + (tmpvar_2.xyz * gl_TexCoord[2].xyz));
c_1.w = tmpvar_3;
gl_FragData[0] = c_1;
}
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// inputs: 1, stats: 8 alu 1 tex 0 flow