uniform float4 u1;
uniform float4 u2;
uniform float4 u3;
uniform float4 u4;
float index_clamped_out_of_bounds_0();
float index_clamped_out_of_bounds_0()
{
	for (int i = 7;i < 8; i++) 
	{
		return u4[i];
	}
}
float4 main(float2 xy)
{
	float _0_sum = 0.0;
	for (int _1_i = 0;_1_i < 4; ++_1_i) 
	{
		_0_sum += u2[_1_i];
	}
	float _2_prod = 1.0;
	for (int _3_i = 0;_3_i < 4; ++_3_i) 
	{
		_2_prod *= u3[_3_i < 2 ? 0 : _3_i];
	}
	return half4(float4(u1.x, _0_sum, _2_prod, index_clamped_out_of_bounds_0()));
}
