[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec4 arg0; uniform vec4 arg1; void main() { gl_FragColor = max(arg0, arg1) + vec4(0.0, 0.0, 1.0, 0.5); } [test] uniform vec4 arg0 0.5 0.0 -1.0 0.0 uniform vec4 arg1 0.0 0.5 -0.5 -1.0 draw rect -1 -1 2 2 probe rgba 1 1 0.5 0.5 0.5 0.5