[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[8]; array[3] = vec4(1, 1, 0, 0) * one; array[6] = vec4(0, 0, 0, 0) * one; array[0] = vec4(1, 0, 0, 0) * one; array[4] = vec4(1, 0, 1, 0) * one; array[1] = vec4(0, 1, 0, 0) * one; array[2] = vec4(0, 0, 1, 0) * one; array[7] = vec4(1, 1, 1, 0) * one; array[5] = vec4(0, 1, 1, 0) * one; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = array[index]; } [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 1 0 0 uniform int index 1 draw rect 30 10 10 10 probe rgb 35 15 0 1 0 uniform int index 2 draw rect 50 10 10 10 probe rgb 55 15 0 0 1 uniform int index 3 draw rect 70 10 10 10 probe rgb 75 15 1 1 0 uniform int index 4 draw rect 90 10 10 10 probe rgb 95 15 1 0 1 uniform int index 5 draw rect 110 10 10 10 probe rgb 115 15 0 1 1 uniform int index 6 draw rect 130 10 10 10 probe rgb 135 15 0 0 0 uniform int index 7 draw rect 150 10 10 10 probe rgb 155 15 1 1 1