# float a = x + y * float(sum);
# _GLF_color = vec4(injectionSwitch.x < injectionSwitch.y ? vec3(1.0, 0.0, 0.0) : hueColor(a), 1.);
# }
-SHADER fragment variant_fragment_shader SPIRV-ASM
+SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7