[require] GLSL >= 1.10 [vertex shader] varying vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; color = vec4(-1.0, 1.0, 2.0, 0.0); } [fragment shader] varying vec4 color; void main() { gl_FragColor = clamp(color, 0.0, 1.0) * 0.5 + 0.25; } [test] draw rect -1 -1 2 2 probe all rgba 0.25 0.75 0.75 0.25