[pixel shader] float4 a, b; float4 main() : sv_target { return (a + b)[1]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 6.0 7.0 8.0 todo(glsl) draw quad probe (0, 0) rgba (8.0, 8.0, 8.0, 8.0) [pixel shader] float4 a, b; float i; float4 main() : sv_target { return (a + b)[i]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 6.0 7.0 8.0 uniform 8 float 2 todo(glsl) draw quad probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0) [pixel shader] float4 a; float4 main() : sv_target { return a.wyxz[3]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(glsl) draw quad probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0) [pixel shader] float4 a; float i; float4 main() : sv_target { return a.wyxz[i]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float 0 todo(glsl) draw quad probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0) uniform 4 float 2 todo(glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [pixel shader] float4 a; float4 foo() { return a; } float4 main() : sv_target { return foo()[3]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(glsl) draw quad probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0) [pixel shader] float4 a; float i; float4 foo() { return a; } float4 main() : sv_target { return foo()[i]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float 1 todo(glsl) draw quad probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)