
out vec4 sk_FragColor;
uniform vec4 colorGreen;
vec4 main() {
    vec4 _skReserved_active = colorGreen;
    vec4 _skReserved_centroid = colorGreen;
    vec4 _skReserved_coherent = colorGreen;
    vec4 _skReserved_common = colorGreen;
    vec4 _skReserved_filter = colorGreen;
    vec4 _skReserved_partition = colorGreen;
    vec4 _skReserved_patch = colorGreen;
    vec4 _skReserved_precise = colorGreen;
    vec4 _skReserved_resource = colorGreen;
    vec4 _skReserved_restrict = colorGreen;
    vec4 _skReserved_shared = colorGreen;
    vec4 _skReserved_smooth = colorGreen;
    vec4 _skReserved_subroutine = colorGreen;
    return (((((((((((_skReserved_active * _skReserved_centroid) * _skReserved_coherent) * _skReserved_common) * _skReserved_filter) * _skReserved_partition) * _skReserved_patch) * _skReserved_precise) * _skReserved_resource) * _skReserved_restrict) * _skReserved_shared) * _skReserved_smooth) * _skReserved_subroutine;
}
