// https://github.com/aras-p/glsl-optimizer/issues/49

uniform int loopNum;

void main() {
	int myIdx;
	vec4 r = vec4(0.0);
	myIdx = 1;
	for ( ; myIdx < loopNum; ++myIdx) {
		r.x += 1.0;
		r.y += 2.0;
		r.z += 3.0;
	}
	myIdx = 2;
	for ( ; myIdx < loopNum; ++myIdx) {
		r.x += 1.0;
		r.y += 2.0;
		r.z += 3.0;
	}
	gl_FragColor = r;
}
