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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
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