[require] GLSL >= 1.10 [vertex shader] varying vec2 texcoord; void main() { gl_Position = gl_Vertex; texcoord = gl_Vertex.xy + 1.0; } [fragment shader] /* Tests for a bug in the 965 fragment shader backend where we would * propagate the MOV of the second texture2D()'s args into the message * register up above the first texture2D() call. */ varying vec2 texcoord; uniform sampler2D tex; void main() { vec2 t1 = texcoord * 0.5; vec2 t2 = texcoord * .0000001; gl_FragColor = texture2D(tex, t1) + texture2D(tex, t2); } [test] uniform int tex 0 texture rgbw 0 (8, 8) draw rect -1 -1 2 2 relative probe rgb (0.0, 0.0) (1.0, 0.0, 0.0, 1.0) relative probe rgb (1.0, 0.0) (1.0, 1.0, 0.0, 1.0) relative probe rgb (0.0, 1.0) (1.0, 0.0, 1.0, 1.0) relative probe rgb (1.0, 1.0) (1.0, 1.0, 1.0, 1.0)