precision highp int; precision highp float; precision highp vec2; precision highp vec3; precision highp vec4; #line 0 #define X(a) Y \ asdf \ barry struct xxx { int y; float b; } a = 2, b; struct { xxx z; } www; struct gary { vec4 busey; }; varying vec2 vTexcoord; varying vec3 vPosition; uniform mat4 proj, view;       attribute vec3 position;     attribute vec2 texcoord; int forwarddecl(vec2 c); int forwarddecl(vec2 c) { } int empty() { }   int two(int a, int b) { } int one(int a[2]) { do x; while(1); } int emptyname(vec2[4]); int emptynameemptyname(vec2, vec2); int first, second, third, fourth, fifth, sixth, seventh, eigth;     void main(){         vTexcoord = texcoord;         vPosition = position; vec3 thing = vec2(1., 2.); int v_thing, garybusey; thing.rgba = 2e10 + .2e2 + 1.e3 * 0xFaBc09 + (3 * v_thing); for(xxx i = 0; i < 10; ++i) { discard; } while(1) { v_thing = 23; }         gl_Position = proj * view * // nope vec4(position, 1.0); if(first < y) { z; } if(second < y) z; if(third == y) z; else if(z == w) y; if(fourth == y) z; else if(z == w) { y; }; if(fifth == y) z; else if(z == w) { y; } else a; if(sixth == y) z; else z; if(seventh == y) z; else {z; } if(eigth == y) { z; } else { z; } for(;;) garybusey; return x; return; break; continue;     }