| out vec4 sk_FragColor; | |
| uniform vec4 colorGreen; | |
| uniform vec4 colorRed; | |
| int gAccessCount = 0; | |
| int Z_i() { | |
| ++gAccessCount; | |
| return 0; | |
| } | |
| vec4 main() { | |
| vec4 array[1]; | |
| array[Z_i()] = colorGreen * 0.5; | |
| array[Z_i()].w = 2.0; | |
| array[Z_i()].y *= 4.0; | |
| array[Z_i()].yzw *= mat3(0.5); | |
| array[Z_i()].zywx += vec4(0.25, 0.0, 0.0, 0.75); | |
| array[Z_i()].x += array[Z_i()].w <= 1.0 ? array[Z_i()].z : float(Z_i()); | |
| return gAccessCount == 8 && array[0] == vec4(1.0, 1.0, 0.25, 1.0) ? colorGreen : colorRed; | |
| } |