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[require] GLSL >= 1.10 [vertex shader] uniform vec4 val; void main() { gl_FrontColor = vec4(0.0, 0.5 + val[2], 0.0, 0.0); gl_Position = gl_Vertex; } [fragment shader file] glsl-color.frag [test] uniform vec4 val 0.0 0.0 0.5 0.0 draw rect -1 -1 2 2 probe rgb 1 1 0.0 1.0 0.0