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[require]
GL >= 2.0
GLSL >= 1.10

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

[fragment shader]
uniform vec4 args1, args2;

void main()
{
	gl_FragColor = log2(args1) + args2;
}

[test]
clear color 1.0 0.0 0.0 0.0
clear
ortho
uniform args1 vec4  1.0  2.0  4.0  0.0
uniform args2 vec4  0.5 -0.5 -1.5  0.0
draw rect 10 10 10 10
probe rgb 15 15 0.5 0.5 0.5