[require] GLSL >= 1.10 [vertex shader] uniform float one; uniform int index; void main() { /* Intentionally initialize the array in a non-ascending order. */ vec4 array[4]; array[2] = vec4(0.1, 0, 0, 0) * one; array[0] = vec4(0, 0.1, 0, 0) * one; array[3] = vec4(0, 0, 0.1, 0) * one; array[1] = vec4(0, 0.1, 0.1, 0) * one; array[index] = vec4(0.5, 0.5, 0.5, 0); gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = array[0] + array[1] + array[2] + array[3]; } [fragment shader file] glsl-color.frag [test] ortho clear color 0.5 0.5 0.5 0.5 clear uniform float one 1 uniform int index 0 draw rect 10 10 10 10 probe rgb 15 15 0.6 0.6 0.7 uniform int index 1 draw rect 30 10 10 10 probe rgb 35 15 0.6 0.6 0.6 uniform int index 2 draw rect 50 10 10 10 probe rgb 55 15 0.5 0.7 0.7 uniform int index 3 draw rect 70 10 10 10 probe rgb 75 15 0.6 0.7 0.6