[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); if (gl_FragCoord.x < 15.0) discard; } [test] clear color 0.0 0.0 0.0 0.0 clear ortho draw rect 10 10 10 10 probe rgb 17 17 0.0 1.0 0.0 probe rgb 12 12 0.0 0.0 0.0