vec4 main() { bool _1_ok = true; float _2_x = 34.0; _1_ok = true; _2_x = 30.0; _1_ok = true; _2_x = 64.0; _1_ok = true; _2_x = 16.0; _1_ok = true; _2_x = 19.0; _1_ok = true; _2_x = 1.0; _1_ok = true; _2_x = -2.0; _1_ok = true; _2_x = 3.0; _1_ok = true; _2_x = -4.0; _1_ok = true; _2_x = 5.0; _1_ok = true; _2_x = -6.0; _1_ok = true; _2_x = 7.0; _1_ok = true; _2_x = -8.0; _1_ok = true; _2_x = 9.0; _1_ok = true; _2_x = -10.0; _1_ok = true; _2_x = 11.0; _1_ok = true; _2_x = -12.0; _1_ok = true; float _3_unknown = sqrt(4.0); _2_x = _3_unknown; _1_ok = _2_x == _3_unknown; _2_x = _3_unknown; _1_ok = _1_ok && _2_x == _3_unknown; _2_x = _3_unknown; _1_ok = _1_ok && _2_x == _3_unknown; _2_x = 0.0; _1_ok = _1_ok; _2_x = _3_unknown; _1_ok = _1_ok && _2_x == _3_unknown; _2_x = _3_unknown; _1_ok = _1_ok && _2_x == _3_unknown; _2_x = 0.0; _1_ok = _1_ok; _2_x = _3_unknown; _1_ok = _1_ok && _2_x == _3_unknown; _2_x = 0.0; _1_ok = _1_ok; _2_x += 1.0; _1_ok = _1_ok && _2_x == 1.0; _1_ok = _1_ok && _2_x == 1.0; _2_x -= 2.0; _1_ok = _1_ok && _2_x == -1.0; _1_ok = _1_ok && _2_x == -1.0; _1_ok = _1_ok && _2_x == -1.0; _2_x *= 2.0; _1_ok = _1_ok && _2_x == -2.0; _1_ok = _1_ok && _2_x == -2.0; _2_x /= 2.0; _1_ok = _1_ok && _2_x == -1.0; return _1_ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); }