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

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
float tmpvar_4;
tmpvar_4 = tmpvar_3.w;
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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float x_6;
x_6 = (tmpvar_3.w - _Cutoff);
if ((x_6 < 0.0)) {
discard;
};
vec4 c_7;
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c_7.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (max (0.0,
dot (normal_5.xyz, gl_TexCoord[1].xyz)
) * 2.0));
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c_7.w = tmpvar_4;
c_2.xyz = c_7.xyz;
c_2.w = tmpvar_4;
gl_FragData[0] = c_2;
}
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// inputs: 1, stats: 15 alu 3 tex 1 flow