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

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uniform vec4 _Color;
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uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform sampler2D _Ramp;
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void main ()
{
vec4 c_1;
vec4 c_2;
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c_2.xyz = (((
(texture2D (_MainTex, gl_TexCoord[0].xy) * _Color)
.xyz * _LightColor0.xyz) * texture2D (_Ramp, vec2((
(dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz) * 0.5)
+ 0.5))).xyz) * (texture2D (_LightTexture0, gl_TexCoord[3].xy).w * 2.0));
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c_2.w = 0.0;
c_1.xyz = c_2.xyz;
c_1.w = 0.0;
gl_FragData[0] = c_1;
}
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// inputs: 1, stats: 10 alu 3 tex 0 flow