#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]); }