precision highp float;
precision lowp int;

struct MyStruct {
	float f;
	int i;
};
uniform MyStruct s1;

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 + s1.f;
    highp int i = il1 + il2 + im + s1.i;
    float z = 0.0;
    z += gl_FragCoord.x  > 0.5 ? 0.9 : 0.1;
    gl_FragColor = vec4(f, i, z, 0.0);
}
