#version 310 es precision mediump float; precision highp int; struct Foobar { float a; float b; }; layout(location = 0) out vec4 FragColor; layout(location = 0) flat in mediump int index; vec4 resolve(Foobar f) { return vec4(f.a + f.b); } void main() { highp vec4 indexable[3] = vec4[](vec4(1.0), vec4(2.0), vec4(3.0)); highp vec4 indexable_1[2][2] = vec4[][](vec4[](vec4(1.0), vec4(2.0)), vec4[](vec4(8.0), vec4(10.0))); Foobar param = Foobar(10.0, 20.0); Foobar indexable_2[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0)); Foobar param_1 = indexable_2[index]; FragColor = ((indexable[index] + (indexable_1[index][index + 1])) + resolve(param)) + resolve(param_1); }