#version 100 lowp float foo(); uniform int low, high; lowp float face1 = 11.0; void main() { int z = 3; if (2 * low + 1 < high) ++z; gl_FragColor = face1 * vec4(z) + foo(); } lowp float face2 = -2.0; lowp float foo() { // testing if face2 initializer insert logic is correct in main return face2; }