#version 400 out vec4 sk_FragColor; uniform vec4 colorGreen; uniform vec4 colorRed; bool switch_with_continue_in_loop_bi(int x) { int val = 0; int _tmpSwitchValue1 = x, _tmpSwitchFallthrough0 = 0; for (int _tmpSwitchLoop2 = 0; _tmpSwitchLoop2 < 1; _tmpSwitchLoop2++) { if ((_tmpSwitchValue1 == 1)) { for (int i = 0;i < 10; ++i) { ++val; continue; ++val; } _tmpSwitchFallthrough0 = 1; } ++val; } return val == 11; } bool loop_with_break_in_switch_bi(int x) { int val = 0; for (int i = 0;i < 10; ++i) { int _tmpSwitchValue4 = x, _tmpSwitchFallthrough3 = 0; for (int _tmpSwitchLoop5 = 0; _tmpSwitchLoop5 < 1; _tmpSwitchLoop5++) { if ((_tmpSwitchValue4 == 1)) { ++val; break; _tmpSwitchFallthrough3 = 1; } return false; } ++val; } return val == 20; } vec4 main() { int x = int(colorGreen.y); int _0_val = 0; int _tmpSwitchValue7 = x, _tmpSwitchFallthrough6 = 0; for (int _tmpSwitchLoop8 = 0; _tmpSwitchLoop8 < 1; _tmpSwitchLoop8++) { if ((_tmpSwitchValue7 == 1)) { for (int _1_i = 0;_1_i < 10; ++_1_i) { ++_0_val; break; ++_0_val; } _tmpSwitchFallthrough6 = 1; } ++_0_val; } return (_0_val == 2 && switch_with_continue_in_loop_bi(x)) && loop_with_break_in_switch_bi(x) ? colorGreen : colorRed; }