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 () { int i_1; lowp float f_2; highp float tmpvar_3; tmpvar_3 = (((fh1 + fh2) + fm) + s1.f); f_2 = tmpvar_3; int tmpvar_4; tmpvar_4 = (((il1 + il2) + im) + s1.i); i_1 = tmpvar_4; float tmpvar_5; if ((gl_FragCoord.x > 0.5)) { tmpvar_5 = 0.9; } else { tmpvar_5 = 0.1; }; highp vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.x = f_2; tmpvar_6.y = float(i_1); tmpvar_6.z = tmpvar_5; gl_FragColor = tmpvar_6; } // stats: 11 alu 0 tex 1 flow // inputs: 1 // #0: gl_FragCoord (high float) 4x1 [-1] loc 0 // uniforms: 7 (total size: 0) // #0: s1 (high other) 0x0 [-1] // #1: fh1 (high float) 1x1 [-1] // #2: fh2 (high float) 1x1 [-1] // #3: fm (medium float) 1x1 [-1] // #4: il1 (high int) 1x1 [-1] // #5: il2 (low int) 1x1 [-1] // #6: im (medium int) 1x1 [-1]