#version 310 es precision mediump float; precision highp int; const float _16[16] = float[](1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0); const vec4 _60[4] = vec4[](vec4(0.0), vec4(1.0), vec4(8.0), vec4(5.0)); layout(location = 0) out float FragColor; layout(location = 0) flat in mediump int index; void main() { vec4 foobar[4] = _60; vec4 baz[4] = _60; FragColor = _16[index]; if (index < 10) { FragColor += _16[index ^ 1]; } else { FragColor += _16[index & 1]; } bool _63 = index > 30; if (_63) { FragColor += _60[index & 3].y; } else { FragColor += _60[index & 1].x; } if (_63) { foobar[1].z = 20.0; } mediump int _91 = index & 3; FragColor += foobar[_91].z; baz = vec4[](vec4(20.0), vec4(30.0), vec4(50.0), vec4(60.0)); FragColor += baz[_91].z; }