[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const vec2 v = pow(vec2(3,65), vec2(2,0.5)); const float splat = v.x - v.y; gl_FragColor = vec4(0.0, splat, 0.0, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.0 0.937742251701451 0.0