#version 100 precision mediump float; uniform vec4 bigColor; varying vec4 BaseColor; uniform float d; void bar(); float foo(vec4); float unreachableReturn(); void main() { vec4 color = vec4(foo(BaseColor)); bar(); float f = unreachableReturn(); gl_FragColor = color * f; } void bar() { } float unreachableReturn() { bar(); if (d < 4.2) return 1.2; else return 4.5; } float foo(vec4 bar) { return bar.x + bar.y; }