uniform float index; uniform float table[10]; #line 3 #line 3 vec4 xlat_main( ) { return vec4( table[int(index)]); } void main() { vec4 xl_retval; xl_retval = xlat_main( ); gl_FragData[0] = vec4(xl_retval); } // uniforms: // index: type 9 arrsize 0 // table: type 9 arrsize 10