uniform float4 u1; uniform float4 u2; uniform float4 u3; uniform float4 u4; float index_clamped_out_of_bounds_0(); float index_clamped_out_of_bounds_0() { for (int i = 7;i < 8; i++) { return u4[i]; } } float4 main(float2 xy) { float _0_sum = 0.0; for (int _1_i = 0;_1_i < 4; ++_1_i) { _0_sum += u2[_1_i]; } float _2_prod = 1.0; for (int _3_i = 0;_3_i < 4; ++_3_i) { _2_prod *= u3[_3_i < 2 ? 0 : _3_i]; } return half4(float4(u1.x, _0_sum, _2_prod, index_clamped_out_of_bounds_0())); }