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; }