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1
2out vec4 sk_FragColor;
3uniform vec4 colorGreen;
4uniform vec4 colorRed;
5int gAccessCount = 0;
6int Z_i() {
7    ++gAccessCount;
8    return 0;
9}
10vec4 main() {
11    vec4 array[1];
12    array[Z_i()] = colorGreen * 0.5;
13    array[Z_i()].w = 2.0;
14    array[Z_i()].y *= 4.0;
15    array[Z_i()].yzw *= mat3(0.5);
16    array[Z_i()].zywx += vec4(0.25, 0.0, 0.0, 0.75);
17    array[Z_i()].x += array[Z_i()].w <= 1.0 ? array[Z_i()].z : float(Z_i());
18    return gAccessCount == 8 && array[0] == vec4(1.0, 1.0, 0.25, 1.0) ? colorGreen : colorRed;
19}
20