1 2out vec4 sk_FragColor; 3uniform vec4 colorGreen; 4uniform vec4 colorRed; 5int gAccessCount = 0; 6int Z_i() { 7 ++gAccessCount; 8 return 0; 9} 10vec4 main() { 11 vec4 array[1]; 12 array[Z_i()] = colorGreen * 0.5; 13 array[Z_i()].w = 2.0; 14 array[Z_i()].y *= 4.0; 15 array[Z_i()].yzw *= mat3(0.5); 16 array[Z_i()].zywx += vec4(0.25, 0.0, 0.0, 0.75); 17 array[Z_i()].x += array[Z_i()].w <= 1.0 ? array[Z_i()].z : float(Z_i()); 18 return gAccessCount == 8 && array[0] == vec4(1.0, 1.0, 0.25, 1.0) ? colorGreen : colorRed; 19} 20