#version 400 out vec4 sk_FragColor; uniform vec4 colorGreen; uniform vec4 colorRed; bool switch_fallthrough_twice_bi(int value) { bool ok = false; int _tmpSwitchValue1 = value, _tmpSwitchFallthrough0 = 0; for (int _tmpSwitchLoop2 = 0; _tmpSwitchLoop2 < 1; _tmpSwitchLoop2++) { if ((_tmpSwitchValue1 == 0)) { break; _tmpSwitchFallthrough0 = 1; } if ((_tmpSwitchFallthrough0 > 0) || (_tmpSwitchValue1 == 1)) { { } _tmpSwitchFallthrough0 = 1; } if ((_tmpSwitchFallthrough0 > 0) || (_tmpSwitchValue1 == 2)) { { } _tmpSwitchFallthrough0 = 1; } if ((_tmpSwitchFallthrough0 > 0) || (_tmpSwitchValue1 == 3)) { ok = true; break; _tmpSwitchFallthrough0 = 1; } break; } return ok; } vec4 main() { int x = int(colorGreen.y); bool _0_ok = false; int _tmpSwitchValue4 = x, _tmpSwitchFallthrough3 = 0; for (int _tmpSwitchLoop5 = 0; _tmpSwitchLoop5 < 1; _tmpSwitchLoop5++) { if ((_tmpSwitchValue4 == 2)) { break; _tmpSwitchFallthrough3 = 1; } if ((_tmpSwitchFallthrough3 > 0) || (_tmpSwitchValue4 == 1)) { { } _tmpSwitchFallthrough3 = 1; } if ((_tmpSwitchFallthrough3 > 0) || (_tmpSwitchValue4 == 0)) { _0_ok = true; break; _tmpSwitchFallthrough3 = 1; } break; } return _0_ok && switch_fallthrough_twice_bi(x) ? colorGreen : colorRed; }