SPIRV-Cross/shaders-hlsl/frag/constant-composites.frag

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#version 310 es
precision mediump float;
float lut[4] = float[](1.0, 4.0, 3.0, 2.0);
struct Foo
{
float a;
float b;
};
Foo foos[2] = Foo[](Foo(10.0, 20.0), Foo(30.0, 40.0));
layout(location = 0) out vec4 FragColor;
layout(location = 0) flat in int line;
void main()
{
FragColor = vec4(lut[line]);
FragColor += foos[line].a * foos[1 - line].a;
}