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]
