| |
| out vec4 sk_FragColor; |
| uniform vec4 colorGreen; |
| uniform vec4 colorRed; |
| uniform float unknownInput; |
| bool return_on_both_sides_b() { |
| if (unknownInput == 1.0) return true; else return true; |
| } |
| bool for_inside_body_b() { |
| for (int x = 0;x <= 10; ++x) { |
| return true; |
| } |
| } |
| bool after_for_body_b() { |
| for (int x = 0;x <= 10; ++x) { |
| true; |
| } |
| return true; |
| } |
| bool for_with_double_sided_conditional_return_b() { |
| for (int x = 0;x <= 10; ++x) { |
| if (unknownInput == 1.0) return true; else return true; |
| } |
| } |
| bool if_else_chain_b() { |
| if (unknownInput == 1.0) return true; else if (unknownInput == 2.0) return false; else if (unknownInput == 3.0) return true; else if (unknownInput == 4.0) return false; else return true; |
| } |
| bool conditional_inside_while_loop_b() { |
| while (unknownInput == 123.0) { |
| return true; |
| } |
| } |
| bool inside_do_loop_b() { |
| do { |
| return true; |
| } while (true); |
| } |
| bool inside_while_loop_b() { |
| while (true) { |
| return true; |
| } |
| } |
| bool after_do_loop_b() { |
| do { |
| break; |
| } while (true); |
| return true; |
| } |
| bool after_while_loop_b() { |
| while (true) { |
| break; |
| } |
| return true; |
| } |
| bool switch_with_all_returns_b() { |
| switch (int(unknownInput)) { |
| case 1: |
| return true; |
| case 2: |
| return true; |
| default: |
| return true; |
| } |
| } |
| bool switch_only_default_b() { |
| switch (int(unknownInput)) { |
| default: |
| return true; |
| } |
| } |
| bool switch_fallthrough_b() { |
| switch (int(unknownInput)) { |
| case 1: |
| return true; |
| case 2: |
| default: |
| return true; |
| } |
| } |
| bool switch_fallthrough_twice_b() { |
| switch (int(unknownInput)) { |
| case 1: |
| case 2: |
| default: |
| return true; |
| } |
| } |
| bool switch_with_break_in_loop_b() { |
| switch (int(unknownInput)) { |
| case 1: |
| for (int x = 0;x <= 10; ++x) { |
| break; |
| } |
| default: |
| return true; |
| } |
| } |
| bool switch_with_continue_in_loop_b() { |
| switch (int(unknownInput)) { |
| case 1: |
| for (int x = 0;x <= 10; ++x) { |
| continue; |
| } |
| default: |
| return true; |
| } |
| } |
| bool switch_with_if_that_returns_b() { |
| switch (int(unknownInput)) { |
| case 1: |
| if (unknownInput == 123.0) return true; else return true; |
| default: |
| return true; |
| } |
| } |
| bool switch_with_one_sided_if_then_fallthrough_b() { |
| switch (int(unknownInput)) { |
| case 1: |
| if (unknownInput == 123.0) return true; |
| default: |
| return true; |
| } |
| } |
| vec4 main() { |
| return (((((((((((((((((true && return_on_both_sides_b()) && for_inside_body_b()) && after_for_body_b()) && for_with_double_sided_conditional_return_b()) && if_else_chain_b()) && conditional_inside_while_loop_b()) && inside_do_loop_b()) && inside_while_loop_b()) && after_do_loop_b()) && after_while_loop_b()) && switch_with_all_returns_b()) && switch_only_default_b()) && switch_fallthrough_b()) && switch_fallthrough_twice_b()) && switch_with_break_in_loop_b()) && switch_with_continue_in_loop_b()) && switch_with_if_that_returns_b()) && switch_with_one_sided_if_then_fallthrough_b() ? colorGreen : colorRed; |
| } |