out vec4 sk_FragColor; uniform vec4 colorGreen; struct S { float f; float af[5]; vec4 h4; vec4 ah4[5]; }; vec4 globalVar; S globalStruct; void keepAlive_vh(inout float h) { } void keepAlive_vf(inout float f) { } void keepAlive_vi(inout int i) { } void assignToFunctionParameter_vif(int x, inout float y) { x = 1; y = 1.0; } vec4 main() { int i = 0; ivec4 i4 = ivec4(1, 2, 3, 4); mat3 f3x3 = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); vec4 x; x.w = 0.0; x.yx = vec2(0.0); int ai[1]; ai[0] = 0; ivec4 ai4[1]; ai4[0] = ivec4(1, 2, 3, 4); mat3 ah3x3[1]; ah3x3[0] = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); vec4 af4[1]; af4[0].x = 0.0; af4[0].ywxz = vec4(1.0); S s; s.f = 0.0; s.af[1] = 0.0; s.h4.zxy = vec3(9.0); s.ah4[2].yw = vec2(5.0); globalVar = vec4(0.0); globalStruct.f = 0.0; assignToFunctionParameter_vif(0, f3x3[0].x); float l; l = 0.0; ai[0] += ai4[0].x; s.f = 1.0; s.af[0] = 2.0; s.h4 = vec4(1.0); s.ah4[0] = vec4(2.0); float repeat; repeat = (repeat = 1.0); keepAlive_vf(af4[0].x); keepAlive_vh(ah3x3[0][0].x); keepAlive_vi(i); keepAlive_vi(i4.y); keepAlive_vi(ai[0]); keepAlive_vi(ai4[0].x); keepAlive_vh(x.y); keepAlive_vf(s.f); keepAlive_vh(l); keepAlive_vf(f3x3[0].x); keepAlive_vf(repeat); return colorGreen; }