#version 330 uniform sampler2D samp2D; vec4 v1 = vec4(2.0, 3.0, 5.0, 7.0); vec4 v2 = vec4(11.0, 13.0, 17.0, 19.0); vec4 v3 = vec4(23.0, 29.0, 31.0, 37.0); vec4 v4 = vec4(41.0, 43.0, 47.0, 53.0); struct str { int a; vec2 b[3]; bool c; }; void main() { mat4 m = mat4(v1, v2, v3, v4); mat4 mm = matrixCompMult(m, m); float f = mm[1].w; // should be 19 * 19 = 361 // do a deep access to a spontaneous r-value float g = matrixCompMult(m, m)[2].y; // should be 29 * 29 = 841 float h = str(1, vec2[3](vec2(2.0, 3.0), vec2(4.0, 5.0), vec2(6.0, 7.0)), true).b[1][1]; // should be 5.0 float i = texture(samp2D, vec2(0.5,0.5)).y; i += (i > 0.1 ? v1 : v2)[3]; str t; i += (t = str(1, vec2[3](vec2(2.0, 3.0), vec2(4.0, 5.0), vec2(6.0, 7.0)), true)).b[2].y; // should be 7.0 gl_FragColor = vec4(f, g, h, i); }