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

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uniform sampler2D _BumpMap;
void main ()
{
vec4 res_1;
vec3 viewN_2;
vec4 normal_3;
normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[0].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)));
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viewN_2.x = dot (gl_TexCoord[1].xyz, normal_3.xyz);
viewN_2.y = dot (gl_TexCoord[2].xyz, normal_3.xyz);
viewN_2.z = dot (gl_TexCoord[3].xyz, normal_3.xyz);
res_1.xyz = ((viewN_2 * vec3(0.5, 0.5, -0.5)) + 0.5);
res_1.w = 0.0;
gl_FragData[0] = res_1;
}
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// stats: 13 alu 1 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// textures: 1
// #0: _BumpMap (high 2d) 0x0 [-1]