[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { /* Divide by 10 to get a decimal part */ float x = gl_FragCoord.x / 10.0; /* Divide by 25.0 to bring it into the [0, 1] range. */ gl_FragColor = vec4(ceil(x) / 25.0, -ceil(-x) / 25.0, 0.0, 1.0); } [test] clear color 0.0 0.0 0.0 0.0 clear ortho draw rect 0 0 250 250 probe rgb 1 1 0.04 0.00 0 probe rgb 63 63 0.28 0.24 0 probe rgb 125 125 0.52 0.48 0 probe rgb 249 249 1.0 0.96 0