out vec4 sk_FragColor; uniform vec4 colorRed; uniform vec4 colorGreen; uniform float unknownInput; bool test_int_b() { bool ok = true; ivec4 inputRed = ivec4(colorRed); ivec4 inputGreen = ivec4(colorGreen); ivec4 x = inputRed + 2; ok = ok && x == ivec4(3, 2, 2, 3); x = inputGreen.ywxz - 2; ok = ok && x == ivec4(-1, -1, -2, -2); x = inputRed + inputGreen.y; ok = ok && x == ivec4(2, 1, 1, 2); x.xyz = inputGreen.wyw * 9; ok = ok && x == ivec4(9, 9, 9, 2); x.xy = x.zw / 3; ok = ok && x == ivec4(3, 0, 9, 2); x = (inputRed * 5).yxwz; ok = ok && x == ivec4(0, 5, 5, 0); x = 2 + inputRed; ok = ok && x == ivec4(3, 2, 2, 3); x = 10 - inputGreen.ywxz; ok = ok && x == ivec4(9, 9, 10, 10); x = inputRed.x + inputGreen; ok = ok && x == ivec4(1, 2, 1, 2); x.xyz = 9 * inputGreen.wyw; ok = ok && x == ivec4(9, 9, 9, 2); x.xy = 36 / x.zw; ok = ok && x == ivec4(4, 18, 9, 2); x = (36 / x).yxwz; ok = ok && x == ivec4(2, 9, 18, 4); x += 2; x *= 2; x -= 4; x /= 2; ok = ok && x == ivec4(2, 9, 18, 4); x = x + 2; x = x * 2; x = x - 4; x = x / 2; ok = ok && x == ivec4(2, 9, 18, 4); return ok; } vec4 main() { bool _0_ok = true; vec4 _1_inputRed = colorRed; vec4 _2_inputGreen = colorGreen; vec4 _3_x = _1_inputRed + 2.0; _0_ok = _0_ok && _3_x == vec4(3.0, 2.0, 2.0, 3.0); _3_x = _2_inputGreen.ywxz - 2.0; _0_ok = _0_ok && _3_x == vec4(-1.0, -1.0, -2.0, -2.0); _3_x = _1_inputRed + _2_inputGreen.y; _0_ok = _0_ok && _3_x == vec4(2.0, 1.0, 1.0, 2.0); _3_x.xyz = _2_inputGreen.wyw * 9.0; _0_ok = _0_ok && _3_x == vec4(9.0, 9.0, 9.0, 2.0); _3_x.xy = _3_x.zw / 0.5; _0_ok = _0_ok && _3_x == vec4(18.0, 4.0, 9.0, 2.0); _3_x = (_1_inputRed * 5.0).yxwz; _0_ok = _0_ok && _3_x == vec4(0.0, 5.0, 5.0, 0.0); _3_x = 2.0 + _1_inputRed; _0_ok = _0_ok && _3_x == vec4(3.0, 2.0, 2.0, 3.0); _3_x = 10.0 - _2_inputGreen.ywxz; _0_ok = _0_ok && _3_x == vec4(9.0, 9.0, 10.0, 10.0); _3_x = _1_inputRed.x + _2_inputGreen; _0_ok = _0_ok && _3_x == vec4(1.0, 2.0, 1.0, 2.0); _3_x.xyz = 9.0 * _2_inputGreen.wyw; _0_ok = _0_ok && _3_x == vec4(9.0, 9.0, 9.0, 2.0); _3_x.xy = 36.0 / _3_x.zw; _0_ok = _0_ok && _3_x == vec4(4.0, 18.0, 9.0, 2.0); _3_x = (36.0 / _3_x).yxwz; _0_ok = _0_ok && _3_x == vec4(2.0, 9.0, 18.0, 4.0); _3_x += 2.0; _3_x *= 2.0; _3_x -= 4.0; _3_x /= 2.0; _0_ok = _0_ok && _3_x == vec4(2.0, 9.0, 18.0, 4.0); _3_x = _3_x + 2.0; _3_x = _3_x * 2.0; _3_x = _3_x - 4.0; _3_x = _3_x / 2.0; _0_ok = _0_ok && _3_x == vec4(2.0, 9.0, 18.0, 4.0); return _0_ok && test_int_b() ? colorGreen : colorRed; }