================== Source ==================
#version 140
#extension GL_ARB_shading_language_420pack : enable

float dbgResult;

varying vec3 f_color;
uniform sampler2D texture1;
int deref_array[1] = {
    1
};
struct test_struct {
  int val;
};
int test_func(int param)
{
  return param * param;
}

void main(void)
{
  dbgResult = float(0.0);
  test_struct deref_record;
  deref_record.val = 2;
  vec3 f_color_adv = f_color;
  if (f_color_adv.x < 0.300000) {
    discard;
  } else {
    f_color_adv.x -= 0.010000;
  }
  int count = int(f_color_adv.x * 10);
  deref_record.val = test_func(count);
  test_func(count);
  deref_array[0] = deref_record.val;
  for (int i = 0; i < count; ++ i) {
    f_color_adv.x += 0.600000;
  } 
  dbgResult = float(1.0);
  switch (count % 10) {
  case 1:
  case 3: {
    break;
  }
  case 10: {
    count += 1;
  }
  default: {
    break;
  }
  }

  gl_FragColor = vec4(f_color_adv.x, f_color.y * deref_array[0], f_color.z * deref_record.val, 1.000000);
  gl_FragColor.x = dbgResult;
}
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