[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const float zero = acos(1.0); const float half_pi = acos(0.0); const float pi = acos(-1.0); gl_FragColor = vec4(zero, half_pi - 1.0, pi - 3.0, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.0 0.5707963267949 0.14159265358979