out vec4 sk_FragColor; uniform vec4 colorGreen; uniform float unknownInput; uniform mat2 testMatrix2x2; struct S { vec4 ah4[1]; float ah[1]; vec4 h4; float h; }; struct S4 { float a; float b; float c; float d; }; struct S5 { float a; float b; float c; float d; float e; }; void keepAlive_vh(inout float f) { } vec4 main() { S s; s.ah4[0] = vec4(unknownInput); s.ah[0] = unknownInput; s.h4 = vec4(unknownInput); s.h = unknownInput; S as[1]; as[0].ah4[0] = vec4(unknownInput); bool b = bool(unknownInput); int i = int(unknownInput); ivec4 i4 = ivec4(i); vec4 var; mat2 mat; var = vec4(s.h) * vec4(s.h); var = vec4(float(b), float(b), float(b), float(!b)); var = s.ah4[0].ywyw * s.ah4[0].wywy; var = as[0].ah4[0].xyxy * as[0].ah4[0].yxyx; var = s.h4.zzzz * s.h4.zzzz; var = colorGreen.xyzx * colorGreen.xyzx; var = vec4(s.h) * vec4(s.h); var = vec4(s.h) * vec4(s.h); var = s.ah4[0].xxxy * s.ah4[0].xxxy; var = colorGreen * colorGreen; var = vec4(1.0, 4.0, 9.0, 16.0); var = vec4(float(i)) * vec4(float(i)); var = vec4(i4) * vec4(i4); var = vec4(4.0, 8.0, 12.0, 4.0); mat = mat2(unknownInput) * mat2(unknownInput)[0].x; vec4 _0_h4 = vec4(testMatrix2x2); var = _0_h4 * _0_h4; mat2 _1_m = mat2(colorGreen.xy, colorGreen.zw); mat = _1_m * _1_m[0].x; mat2 _2_m = mat2(mat3(unknownInput)); mat = _2_m * _2_m[0].x; vec4 _3_h4 = vec4(1.0, 2.0, 3.0, unknownInput); var = _3_h4 * _3_h4; S5 _4_s = S5(1.0, 2.0, 3.0, 4.0, 5.0); var = vec4(_4_s.a, _4_s.b, _4_s.c, _4_s.d) * _4_s.e; var = vec4(-s.h) * vec4(-s.h); var = vec4(float(!b), float(!b), float(!b), float(b)); vec3 _5_h3 = s.h4.yyy + s.h4.zzz; var = _5_h3.xyzx * _5_h3.xyzx; vec4 _6_h4 = vec4(s.h4.y, 0.0, 0.0, 1.0); var = _6_h4 * _6_h4; keepAlive_vh(var.x); keepAlive_vh(mat[0].x); return colorGreen; }