[require] GLSL >= 1.20 [vertex shader file] glsl-mvp.vert [fragment shader] #version 120 void main() { const vec3 v = inversesqrt(vec3(16.0)); /* The following values are undefined but the compiler should not crash. */ const float undef1 = inversesqrt(0.0); const float undef2 = inversesqrt(-1.0); gl_FragColor = vec4(v, undef1 + undef2); } [test] clear color 0.0 0.0 0.0 0.0 clear ortho draw rect 10 10 10 10 probe rgb 15 15 0.25 0.25 0.25