#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
    float4 colorGreen;
    float4 colorRed;
    float unknownInput;
};
struct Inputs {
};
struct Outputs {
    float4 sk_FragColor [[color(0)]];
};

bool return_on_both_sides_b(Uniforms _uniforms) {
    if (_uniforms.unknownInput == 1.0) return true; else return true;
}
bool for_inside_body_b() {
    for (int x = 0;x <= 10; ++x) {
        return true;
    }
}
bool after_for_body_b() {
    for (int x = 0;x <= 10; ++x) {
        true;
    }
    return true;
}
bool for_with_double_sided_conditional_return_b(Uniforms _uniforms) {
    for (int x = 0;x <= 10; ++x) {
        if (_uniforms.unknownInput == 1.0) return true; else return true;
    }
}
bool if_else_chain_b(Uniforms _uniforms) {
    if (_uniforms.unknownInput == 1.0) return true; else if (_uniforms.unknownInput == 2.0) return false; else if (_uniforms.unknownInput == 3.0) return true; else if (_uniforms.unknownInput == 4.0) return false; else return true;
}
bool conditional_inside_while_loop_b(Uniforms _uniforms) {
    while (_uniforms.unknownInput == 123.0) {
        return true;
    }
}
bool inside_do_loop_b() {
    do {
        return true;
    } while (true);
}
bool inside_while_loop_b() {
    while (true) {
        return true;
    }
}
bool after_do_loop_b() {
    do {
        break;
    } while (true);
    return true;
}
bool after_while_loop_b() {
    while (true) {
        break;
    }
    return true;
}
bool switch_with_all_returns_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        case 1:
            return true;
        case 2:
            return true;
        default:
            return true;
    }
}
bool switch_only_default_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        default:
            return true;
    }
}
bool switch_fallthrough_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        case 1:
            return true;
        case 2:
        default:
            return true;
    }
}
bool switch_fallthrough_twice_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        case 1:
        case 2:
        default:
            return true;
    }
}
bool switch_with_break_in_loop_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        case 1:
            for (int x = 0;x <= 10; ++x) {
                break;
            }
        default:
            return true;
    }
}
bool switch_with_continue_in_loop_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        case 1:
            for (int x = 0;x <= 10; ++x) {
                continue;
            }
        default:
            return true;
    }
}
bool switch_with_if_that_returns_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        case 1:
            if (_uniforms.unknownInput == 123.0) return true; else return true;
        default:
            return true;
    }
}
bool switch_with_one_sided_if_then_fallthrough_b(Uniforms _uniforms) {
    switch (int(_uniforms.unknownInput)) {
        case 1:
            if (_uniforms.unknownInput == 123.0) return true;
        default:
            return true;
    }
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
    Outputs _out;
    (void)_out;
    _out.sk_FragColor = (((((((((((((((((true && return_on_both_sides_b(_uniforms)) && for_inside_body_b()) && after_for_body_b()) && for_with_double_sided_conditional_return_b(_uniforms)) && if_else_chain_b(_uniforms)) && conditional_inside_while_loop_b(_uniforms)) && inside_do_loop_b()) && inside_while_loop_b()) && after_do_loop_b()) && after_while_loop_b()) && switch_with_all_returns_b(_uniforms)) && switch_only_default_b(_uniforms)) && switch_fallthrough_b(_uniforms)) && switch_fallthrough_twice_b(_uniforms)) && switch_with_break_in_loop_b(_uniforms)) && switch_with_continue_in_loop_b(_uniforms)) && switch_with_if_that_returns_b(_uniforms)) && switch_with_one_sided_if_then_fallthrough_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;
    return _out;
}
