[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] struct S { sampler2D tex; vec2 coord; }; uniform S s[2]; void main() { gl_FragColor = texture2D(s[1].tex, s[0].coord); } [test] uniform int s[1].tex 0 uniform vec2 s[0].coord 0 0 texture miptree 0 draw rect -1 -1 2 2 probe all rgb 1.0 0.0 0.0