vec4 main() { int _1_unknown = int(sqrt(1.0)); bool _2_ok = true; int _3_x = 34; _2_ok = true; _3_x = 30; _2_ok = true; _3_x = 64; _2_ok = true; _3_x = 16; _2_ok = true; _3_x = 1; _2_ok = true; _3_x = -2; _2_ok = true; _3_x = 3; _2_ok = true; _3_x = -4; _2_ok = true; _3_x = 5; _2_ok = true; _3_x = -6; _2_ok = true; _3_x = 7; _2_ok = true; _3_x = -8; _2_ok = true; _3_x = 9; _2_ok = true; _3_x = -10; _2_ok = true; _3_x = 11; _2_ok = true; _3_x = -12; _2_ok = true; _3_x = _1_unknown; _2_ok = _3_x == _1_unknown; _3_x = _1_unknown; _2_ok = _2_ok && _3_x == _1_unknown; _3_x = _1_unknown; _2_ok = _2_ok && _3_x == _1_unknown; _3_x = 0; _2_ok = _2_ok; _3_x = _1_unknown; _2_ok = _2_ok && _3_x == _1_unknown; _3_x = _1_unknown; _2_ok = _2_ok && _3_x == _1_unknown; _3_x = 0; _2_ok = _2_ok; _3_x = _1_unknown; _2_ok = _2_ok && _3_x == _1_unknown; _3_x = 0; _2_ok = _2_ok; _3_x += 1; _2_ok = _2_ok && _3_x == 1; _2_ok = _2_ok && _3_x == 1; _3_x -= 2; _2_ok = _2_ok && _3_x == -1; _2_ok = _2_ok && _3_x == -1; _2_ok = _2_ok && _3_x == -1; _3_x *= 2; _2_ok = _2_ok && _3_x == -2; _2_ok = _2_ok && _3_x == -2; _3_x /= 2; _2_ok = _2_ok && _3_x == -1; return _2_ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); }