[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] uniform vec4 color; void main() { int count = int(color.w); vec3 c = color.xyz; int i; for (i = 0; i < 10; i++) { c.x += 0.1; } gl_FragColor = vec4(c, 1.0); } [test] ortho clear color 0.5 0.5 0.5 0.5 clear draw rect 10 10 10 10 draw rect 30 10 10 10 probe rgb 15 15 1.0 0.0 0.0 probe rgb 35 15 1.0 0.0 0.0