precision highp float; precision lowp int; uniform float fh1; uniform highp float fh2; uniform mediump float fm; uniform int il1; uniform lowp int il2; uniform mediump int im; void main() { lowp float f = fh1 + fh2 + fm; highp int i = il1 + il2 + im; gl_FragColor = vec4(f, i, 0.0, 0.0); }