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[require]
GL >= 2.0
GLSL >= 1.10

[vertex shader]
void main()
{
	gl_Position = gl_Vertex;
}

[fragment shader]
uniform vec4 color;
void main()
{
	gl_FragColor = vec4(0.0, 0.5 / inversesqrt(color.g), 0.0, 0.0);
}

[test]
uniform color vec4 0.0 2.0 0.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 0.0 0.7071 0.0