|  | 
 | uniform float unknownInput; | 
 | uniform vec4 colorRed; | 
 | uniform vec4 colorGreen; | 
 | bool test_int_b() { | 
 |     int unknown = int(unknownInput); | 
 |     bool ok = true; | 
 |     ok = ok && ivec4(0) / ivec4(unknown) == ivec4(0); | 
 |     ivec4 val = ivec4(unknown); | 
 |     val += ivec4(1); | 
 |     val -= ivec4(1); | 
 |     val = val + ivec4(1); | 
 |     val = val - ivec4(1); | 
 |     ok = ok && val == ivec4(unknown); | 
 |     val *= ivec4(2); | 
 |     val /= ivec4(2); | 
 |     val = val * ivec4(2); | 
 |     val = val / ivec4(2); | 
 |     ok = ok && val == ivec4(unknown); | 
 |     return ok; | 
 | } | 
 | vec4 main() { | 
 |     float _0_unknown = unknownInput; | 
 |     bool _1_ok = true; | 
 |     _1_ok = _1_ok && vec4(0.0) / vec4(_0_unknown) == vec4(0.0); | 
 |     vec4 _2_val = vec4(_0_unknown); | 
 |     _2_val += vec4(1.0); | 
 |     _2_val -= vec4(1.0); | 
 |     _2_val = _2_val + vec4(1.0); | 
 |     _2_val = _2_val - vec4(1.0); | 
 |     _1_ok = _1_ok && _2_val == vec4(_0_unknown); | 
 |     _2_val *= vec4(2.0); | 
 |     _2_val *= vec4(0.5); | 
 |     _2_val = _2_val * vec4(2.0); | 
 |     _2_val = _2_val * vec4(0.5); | 
 |     _1_ok = _1_ok && _2_val == vec4(_0_unknown); | 
 |     return _1_ok && test_int_b() ? colorGreen : colorRed; | 
 | } |