out vec4 sk_FragColor; uniform vec2 h2; uniform vec2 f2; void main() { sk_FragColor = vec4(-2.0); sk_FragColor = vec4(-2.0); float _2_cross; { _2_cross = h2.x * h2.y - h2.y * h2.x; } sk_FragColor = vec4(_2_cross); float _3_cross; { _3_cross = f2.x * f2.y - f2.y * f2.x; } sk_FragColor = vec4(_3_cross); }