bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_BillboardWavingDoublePass2-out.txt

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uniform float _Cutoff;
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uniform sampler2D _MainTex;
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void main ()
{
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float x_1;
x_1 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * gl_Color).w - _Cutoff);
if ((x_1 < 0.0)) {
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discard;
};
gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}
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// inputs: 2, stats: 4 alu 2 tex 1 flow