[require] GLSL >= 1.30 [vertex shader] #version 130 void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] #version 130 uniform int six; uniform int three; void main() { int two = six & three; int seven = six | three; int five = seven & (~two); gl_FragColor = vec4(float(two)/10.0, float(seven)/10.0, float(five)/10.0, 1.0); } [test] uniform int six 6 uniform int three 3 clear color 0.0 0.0 0.0 0.0 clear ortho draw rect 10 10 10 10 probe rgb 15 15 0.2 0.7 0.5