uniform half4 colorGreen; struct S { float f; float af[5]; half4 h4; half4 ah4[5]; }; half4 globalVar; S globalStruct; half4 main(float2 coords) { /* assign to scalar */ int i; i = 0; /* assign to vector */ int4 i4; i4 = int4(1,2,3,4); /* assign to matrix */ float3x3 f3x3; f3x3 = float3x3(1,2,3,4,5,6,7,8,9); /* assign to swizzle */ half4 x; x.w = 0; x.yx = half2(0); /* assign to array of scalar */ int ai[1]; ai[0] = 0; /* assign to array of vector */ int4 ai4[1]; ai4[0] = int4(1,2,3,4); /* assign to array of matrix */ half3x3 ah2x4[1]; ah2x4[0] = half3x3(1,2,3,4,5,6,7,8,9); /* assign to array swizzle */ float4 af4[1]; af4[0].x = 0; af4[0].ywxz = float4(1); /* assign to struct variable */ S s; s.f = 0; /* assign to struct array */ s.af[1] = 0; /* assign to struct swizzle */ s.h4.zxy = half3(9); /* assign to struct array swizzle */ s.ah4[2].yw = half2(5); /* assign to global var */ globalVar = half4(0); /* assign to global struct */ globalStruct.f = 0; // Not allowed in ES2 // /* assign to array idx by lookup */ ai[0] = 0; ai[ai[0]] = 0; // Not allowed natively in GLSL, but SkSL will turn these into valid GLSL expressions. /* assign to folded ternary */ half l, r; (true ? l : r) = 0; /* assign to unary plus */ +ai[0] += +ai4[0][0]; /* assign to struct unary plus */ +s.f = 1; +s.af[0] = 2; +s.h4 = half4(1); +s.ah4[0] = half4(2); // Keep these variables alive af4[0] *= float(ah2x4[0][0][0]); i4.y *= i; x.y *= l; s.f *= l; return colorGreen; }