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

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uniform float _Cutoff;
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uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _WorldSpaceLightPos0;
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void main ()
{
vec4 c_1;
vec4 tmpvar_2;
tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
float tmpvar_3;
tmpvar_3 = tmpvar_2.w;
float x_4;
x_4 = (tmpvar_2.w - _Cutoff);
if ((x_4 < 0.0)) {
discard;
};
vec4 c_5;
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c_5.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz))
* texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
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c_5.w = tmpvar_3;
c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * gl_TexCoord[2].xyz));
c_1.w = tmpvar_3;
gl_FragData[0] = c_1;
}
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// inputs: 2, stats: 11 alu 3 tex 1 flow