precision lowp int; precision highp float; struct MyStruct { float f; int i; }; uniform MyStruct s1; uniform float fh1; uniform highp float fh2; uniform mediump float fm; uniform int il1; uniform int il2; uniform int im; void main () { float z_1; int i_2; lowp float f_3; highp float tmpvar_4; tmpvar_4 = (((fh1 + fh2) + fm) + s1.f); f_3 = tmpvar_4; int tmpvar_5; tmpvar_5 = (((il1 + il2) + im) + s1.i); i_2 = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; z_1 = tmpvar_6; float tmpvar_7; if ((gl_FragCoord.x > 0.5)) { tmpvar_7 = 0.9; } else { tmpvar_7 = 0.1; }; float tmpvar_8; tmpvar_8 = (z_1 + tmpvar_7); z_1 = tmpvar_8; highp vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.x = f_3; tmpvar_9.y = float(i_2); tmpvar_9.z = z_1; highp vec4 tmpvar_10; tmpvar_10 = tmpvar_9; gl_FragColor = tmpvar_10; }