[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const float sqrt_two_over_two = sin(0.785398163397448); const float one = sin(1.5707963267949); const float one_half = sin(2.61799387799149); gl_FragColor = vec4(sqrt_two_over_two, one, one_half, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.707106781186548 1.0 0.5