[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const float dx = dFdx(0.0); const float dy = dFdy(0.0); const float fw = fwidth(0.0); if (dx == 0.0 && dy == 0.0 && fw == 0.0) { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); } else { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } } [test] draw rect -1 -1 2 2 probe all rgb 0.0 1.0 0.0