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[require]
GLSL >= 1.20

[vertex shader]
uniform float arg0;
uniform float arg1;
varying vec4 color;

void main()
{
	gl_Position = gl_Vertex;
	bool t = bool(arg0);
	bool f = bool(arg1);

	color = vec4(1.0 - float(t),
		     float(t) / 2.0,
		     float(f),
		     1.0 - float(f));
}

[fragment shader]
varying vec4 color;

void main()
{
	gl_FragColor = color;
}

[test]
uniform float arg0 0.5
uniform float arg1 0.0
draw rect -1 -1 2 2
probe all rgba 0.0 0.5 0.0 1.0