bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves3-out.txt

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform vec4 _LightPositionRange;
uniform sampler2D _MainTex;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xyz;
float x_2;
x_2 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff);
if ((x_2 < 0.0)) {
discard;
};
vec4 tmpvar_3;
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tmpvar_3 = fract((vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (
sqrt(dot (tmpvar_1, tmpvar_1))
* _LightPositionRange.w)));
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gl_FragData[0] = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157));
}
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// inputs: 1, stats: 10 alu 2 tex 1 flow