[pixel shader]
float4 main() : sv_target
{
    float4 aa = {1, float2(2, 3), 4};
    return aa;
}

[test]
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)


[pixel shader]
struct stu
{
    int3 aa;
    float4 bb;
};

float4 main() : sv_target
{
    struct stu foo = {1, 2, float2(3, 4), int3(5, 6, 7)};
    return foo.bb;
}

[test]
todo(glsl) draw quad
probe all rgba (4, 5, 6, 7)


[pixel shader]
float4 main() : sv_target
{
    int4 aa = {10, 20, 30, 40};
    float4 foo[3] = {1, aa, aa, 2, 3, 4};
    return foo[1];
}

[test]
todo(glsl) draw quad
probe all rgba (40, 10, 20, 30)


[pixel shader]
struct stu
{
    float aa;
    int bb;
};

float4 main() : sv_target
{
    struct stu foo = {2.0, 3};
    float4 f = {1.0, foo, 4.0};
    return f;
}

[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)


[pixel shader]
float4 main() : sv_target
{
    int arr[3] = {2, 3, 4};
    float4 f = {1.0, arr};
    return f;
}

[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)