[require] GLSL >= 1.10 [vertex shader] uniform vec4 array[500]; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = array[0] + array[340] + array[473] - vec4(1, 0, 1, 0); } [fragment shader] void main() { gl_FragColor = gl_Color; } [test] ortho clear color 0.5 0.5 0.5 0.5 clear uniform vec4 array[0] 0.2 0.3 0.4 0 uniform vec4 array[340] 0.5 0.2 0.7 0 uniform vec4 array[473] 0.6 0.1 0.6 0 draw rect 10 10 10 10 probe rgb 15 15 0.3 0.6 0.7