[require] GLSL >= 1.10 [vertex shader] varying vec4 color; uniform vec4 arg0; void main() { gl_Position = gl_Vertex; color = sign(arg0) + vec4(1.5, -0.5, 0.5, 0.5); } [fragment shader] varying vec4 color; void main() { gl_FragColor = color; } [test] uniform vec4 arg0 -5.0 5.0 0.0 0.0 draw rect -1 -1 2 2 probe rgb 1 1 0.5 0.5 0.5 0.5