| |
| out vec4 sk_FragColor; |
| uniform vec4 colorGreen; |
| uniform vec4 colorRed; |
| uniform vec4 colorWhite; |
| vec4 main() { |
| float h; |
| h = colorWhite.x; |
| |
| vec2 h2; |
| h2 = vec2(colorWhite.y); |
| |
| vec3 h3; |
| h3 = vec3(colorWhite.z); |
| |
| vec4 h4; |
| h4 = vec4(colorWhite.w); |
| |
| h3.y = colorWhite.x; |
| |
| h3.xz = vec2(colorWhite.y); |
| |
| h4.zwxy = vec4(colorWhite.w); |
| |
| mat2 h2x2; |
| h2x2 = mat2(colorWhite.x); |
| |
| mat3 h3x3; |
| h3x3 = mat3(colorWhite.y); |
| |
| mat4 h4x4; |
| h4x4 = mat4(colorWhite.z); |
| |
| h3x3[1] = vec3(colorWhite.z); |
| |
| h4x4[3].w = colorWhite.x; |
| |
| h2x2[0].x = colorWhite.x; |
| |
| int i; |
| i = int(colorWhite.x); |
| |
| ivec2 i2; |
| i2 = ivec2(int(colorWhite.y)); |
| |
| ivec3 i3; |
| i3 = ivec3(int(colorWhite.z)); |
| |
| ivec4 i4; |
| i4 = ivec4(int(colorWhite.w)); |
| |
| i4.xyz = ivec3(int(colorWhite.z)); |
| |
| i2.y = int(colorWhite.x); |
| |
| float f; |
| f = colorWhite.x; |
| |
| vec2 f2; |
| f2 = vec2(colorWhite.y); |
| |
| vec3 f3; |
| f3 = vec3(colorWhite.z); |
| |
| vec4 f4; |
| f4 = vec4(colorWhite.w); |
| |
| f3.xy = vec2(colorWhite.y); |
| |
| f2.x = colorWhite.x; |
| |
| mat2 f2x2; |
| f2x2 = mat2(colorWhite.x); |
| |
| mat3 f3x3; |
| f3x3 = mat3(colorWhite.y); |
| |
| mat4 f4x4; |
| f4x4 = mat4(colorWhite.z); |
| |
| f2x2[0].x = colorWhite.x; |
| |
| bool b; |
| b = bool(colorWhite.x); |
| |
| bvec2 b2; |
| b2 = bvec2(bool(colorWhite.y)); |
| |
| bvec3 b3; |
| b3 = bvec3(bool(colorWhite.z)); |
| |
| bvec4 b4; |
| b4 = bvec4(bool(colorWhite.w)); |
| |
| b4.xw = bvec2(bool(colorWhite.y)); |
| |
| b3.z = bool(colorWhite.x); |
| |
| bool ok = true; |
| ok = 1.0 == (((((h * h2.x) * h3.x) * h4.x) * h2x2[0].x) * h3x3[0].x) * h4x4[0].x; |
| ok = ok && 1.0 == (((((f * f2.x) * f3.x) * f4.x) * f2x2[0].x) * f3x3[0].x) * f4x4[0].x; |
| ok = ok && 1 == ((i * i2.x) * i3.x) * i4.x; |
| ok = ok && (((b && b2.x) && b3.x) && b4.x); |
| return ok ? colorGreen : colorRed; |
| } |