out vec4 sk_FragColor; uniform vec4 colorRed; uniform vec4 colorGreen; vec4 main() { bool _0_ok = true; float _1_x = 34.0; _0_ok = _0_ok && _1_x == 34.0; _1_x = 30.0; _0_ok = _0_ok && _1_x == 30.0; _1_x = 64.0; _0_ok = _0_ok && _1_x == 64.0; _1_x = 16.0; _0_ok = _0_ok && _1_x == 16.0; _1_x = 19.0; _0_ok = _0_ok && _1_x == 19.0; _1_x = 1.0; _0_ok = _0_ok && _1_x == 1.0; _1_x = -2.0; _0_ok = _0_ok && _1_x == -2.0; _1_x = 3.0; _0_ok = _0_ok && _1_x == 3.0; _1_x = -4.0; _0_ok = _0_ok && _1_x == -4.0; _1_x = 5.0; _0_ok = _0_ok && _1_x == 5.0; _1_x = -6.0; _0_ok = _0_ok && _1_x == -6.0; _1_x = 7.0; _0_ok = _0_ok && _1_x == 7.0; _1_x = -8.0; _0_ok = _0_ok && _1_x == -8.0; _1_x = 9.0; _0_ok = _0_ok && _1_x == 9.0; _1_x = -10.0; _0_ok = _0_ok && _1_x == -10.0; _1_x = 11.0; _0_ok = _0_ok && _1_x == 11.0; _1_x = -12.0; _0_ok = _0_ok && _1_x == -12.0; float _2_unknown = sqrt(4.0); _1_x = _2_unknown; _0_ok = _0_ok && _1_x == _2_unknown; _1_x = _2_unknown; _0_ok = _0_ok && _1_x == _2_unknown; _1_x = _2_unknown; _0_ok = _0_ok && _1_x == _2_unknown; _1_x = 0.0; _0_ok = _0_ok && _1_x == 0.0; _1_x = _2_unknown; _0_ok = _0_ok && _1_x == _2_unknown; _1_x = _2_unknown; _0_ok = _0_ok && _1_x == _2_unknown; _1_x = 0.0; _0_ok = _0_ok && _1_x == 0.0; _1_x = _2_unknown; _0_ok = _0_ok && _1_x == _2_unknown; _1_x = 0.0; _0_ok = _0_ok && _1_x == 0.0; _1_x += 1.0; _0_ok = _0_ok && _1_x == 1.0; _0_ok = _0_ok && _1_x == 1.0; _1_x -= 2.0; _0_ok = _0_ok && _1_x == -1.0; _0_ok = _0_ok && _1_x == -1.0; _0_ok = _0_ok && _1_x == -1.0; _1_x *= 2.0; _0_ok = _0_ok && _1_x == -2.0; _0_ok = _0_ok && _1_x == -2.0; _1_x /= 2.0; _0_ok = _0_ok && _1_x == -1.0; return _0_ok ? colorGreen : colorRed; }