out vec4 sk_FragColor; uniform vec4 colorGreen; vec4 main() { vec4 _skReserved_active = colorGreen; vec4 _skReserved_centroid = colorGreen; vec4 _skReserved_coherent = colorGreen; vec4 _skReserved_common = colorGreen; vec4 _skReserved_filter = colorGreen; vec4 _skReserved_partition = colorGreen; vec4 _skReserved_patch = colorGreen; vec4 _skReserved_precise = colorGreen; vec4 _skReserved_resource = colorGreen; vec4 _skReserved_restrict = colorGreen; vec4 _skReserved_shared = colorGreen; vec4 _skReserved_smooth = colorGreen; vec4 _skReserved_subroutine = colorGreen; return (((((((((((_skReserved_active * _skReserved_centroid) * _skReserved_coherent) * _skReserved_common) * _skReserved_filter) * _skReserved_partition) * _skReserved_patch) * _skReserved_precise) * _skReserved_resource) * _skReserved_restrict) * _skReserved_shared) * _skReserved_smooth) * _skReserved_subroutine; }