[require] GLSL >= 1.10 [vertex shader] uniform float arg0; varying vec4 color; void main() { gl_Position = gl_Vertex; color = vec4(0.0, 1.0 - abs(arg0), 0.0, 1.0); } [fragment shader] varying vec4 color; void main() { gl_FragColor = color; } [test] uniform float arg0 -0.5 draw rect -1 -1 2 2 probe all rgba 0.0 0.5 0.0 1.0