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

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[2];
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
vec4 normal_5;
normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_5.z = sqrt(((1.0 -
(normal_5.x * normal_5.x)
) - (normal_5.y * normal_5.y)));
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vec4 c_6;
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c_6.xyz = ((tmpvar_4.xyz * _LightColor0.xyz) * ((
max (0.0, dot (normal_5.xyz, normalize(gl_TexCoord[1].xyz)))
*
((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
) * 2.0));
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c_6.w = tmpvar_4.w;
c_3.xyz = c_6.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// inputs: 1, stats: 23 alu 4 tex 0 flow