| #version 310 es |
| precision mediump float; |
| layout(location = 0) out vec4 FragColor; |
| |
| layout(location = 0) flat in int index; |
| |
| struct Foobar { float a; float b; }; |
| |
| vec4 resolve(Foobar f) |
| { |
| return vec4(f.a + f.b); |
| } |
| |
| void main() |
| { |
| const vec4 foo[3] = vec4[](vec4(1.0), vec4(2.0), vec4(3.0)); |
| const vec4 foobars[2][2] = vec4[][](vec4[](vec4(1.0), vec4(2.0)), vec4[](vec4(8.0), vec4(10.0))); |
| const Foobar foos[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0)); |
| |
| FragColor = foo[index] + foobars[index][index + 1] + resolve(Foobar(10.0, 20.0)) + resolve(foos[index]); |
| } |