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#version 110
uniform vec4 bigColor;
varying vec4 BaseColor;
uniform float d;
void bar();
float foo(vec4);
float unreachableReturn();
void main()
{
vec4 color = vec4(foo(BaseColor));
bar();
float f = unreachableReturn();
gl_FragColor = color * f;
}
void bar()
{
}
float unreachableReturn()
{
bar();
if (d < 4.2)
return 1.2;
else
return 4.5;
}
float foo(vec4 bar)
{
return bar.x + bar.y;
}