[require] GLSL >= 1.10 [vertex shader file] glsl-mvp.vert [fragment shader] uniform vec4 arg0; void main() { gl_FragColor = mod(arg0, 2.0) + vec4(0.0, 0.0, -1.0, 0.0); } [test] uniform vec4 arg0 0.5 -1.5 1.5, 0.0 draw rect -1 -1 2 2 probe rgb 1 1 0.5 0.5 0.5 0.0