out vec4 sk_FragColor; uniform vec4 colorGreen; uniform vec4 colorRed; int gAccessCount = 0; int Z_i() { ++gAccessCount; return 0; } vec4 main() { vec4 array[1]; array[Z_i()] = colorGreen * 0.5; array[Z_i()].w = 2.0; array[Z_i()].y *= 4.0; array[Z_i()].yzw *= mat3(0.5); array[Z_i()].zywx += vec4(0.25, 0.0, 0.0, 0.75); array[Z_i()].x += array[Z_i()].w <= 1.0 ? array[Z_i()].z : float(Z_i()); return gAccessCount == 8 && array[0] == vec4(1.0, 1.0, 0.25, 1.0) ? colorGreen : colorRed; }