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

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uniform float _BumpAmt;
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uniform sampler2D _BumpMap;
uniform sampler2D _GrabTexture;
uniform vec4 _GrabTexture_TexelSize;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
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tmpvar_2.zw = tmpvar_1.zw;
vec4 normal_3;
normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
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normal_3.z = sqrt(((1.0 -
(normal_3.x * normal_3.x)
) - (normal_3.y * normal_3.y)));
tmpvar_2.xy = (((
(normal_3.xy * _BumpAmt)
* _GrabTexture_TexelSize.xy) * tmpvar_1.z) + tmpvar_1.xy);
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gl_FragData[0] = (texture2DProj (_GrabTexture, tmpvar_2) * texture2D (_MainTex, gl_TexCoord[2].xy));
}
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// inputs: 1, stats: 12 alu 3 tex 0 flow