out vec4 sk_FragColor; uniform vec4 colorWhite; uniform vec4 colorGreen; uniform vec4 colorRed; uniform mat2 testMatrix2x2; uniform mat3 testMatrix3x3; uniform mat4 testMatrix4x4; bool test_iscalar_b() { int x = int(colorWhite.x); x = -x; return x == -1; } bool test_fvec_b() { vec2 x = colorWhite.xy; x = -x; return x == vec2(-1.0); } bool test_ivec_b() { ivec2 x = ivec2(int(colorWhite.x)); x = -x; return x == ivec2(-1); } bool test_mat2_b() { const mat2 negated = mat2(-1.0, -2.0, -3.0, -4.0); mat2 x = testMatrix2x2; x = -x; return x == negated; } bool test_mat3_b() { const mat3 negated = mat3(-1.0, -2.0, -3.0, -4.0, -5.0, -6.0, -7.0, -8.0, -9.0); mat3 x = testMatrix3x3; x = -x; return x == negated; } bool test_mat4_b() { const mat4 negated = mat4(-1.0, -2.0, -3.0, -4.0, -5.0, -6.0, -7.0, -8.0, -9.0, -10.0, -11.0, -12.0, -13.0, -14.0, -15.0, -16.0); mat4 x = testMatrix4x4; x = -x; return x == negated; } vec4 main() { float _0_x = colorWhite.x; _0_x = -_0_x; return (((((_0_x == -1.0 && test_iscalar_b()) && test_fvec_b()) && test_ivec_b()) && test_mat2_b()) && test_mat3_b()) && test_mat4_b() ? colorGreen : colorRed; }