# Bug #30415 [require] GLSL >= 1.10 [vertex shader] uniform vec4 coord; void main() { gl_Position = gl_Vertex; gl_TexCoord[0] = coord; } [fragment shader] uniform vec4 vecX, vecY; uniform int iter; void main() { gl_FragColor.yw = vec2(0); bool b = (dot(gl_TexCoord[0], gl_TexCoord[0]) < 4.0); gl_FragColor.z = iter == 0 ? vecX.z - vecY.z : 15.0; if(b) gl_FragColor.x = 1.0; } [test] uniform vec4 coord 1.0 1.0 1.0 0.0 uniform vec4 vecX 1.0 1.0 1.0 1.0 uniform vec4 vecY 0.5 0.5 0.5 1.0 uniform int iter 0 draw rect -1 -1 2 2 probe all rgb 1.0 0.0 0.5