precision lowp int; precision highp float; uniform int im; uniform int il2; uniform int il1; uniform mediump float fm; uniform highp float fh2; uniform float fh1; void main () { int i_1; lowp float f_2; highp float tmpvar_3; tmpvar_3 = ((fh1 + fh2) + fm); f_2 = tmpvar_3; int tmpvar_4; tmpvar_4 = ((il1 + il2) + im); i_1 = tmpvar_4; highp vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.x = f_2; tmpvar_5.y = float(i_1); highp vec4 tmpvar_6; tmpvar_6 = tmpvar_5; gl_FragColor = tmpvar_6; }