[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] uniform vec4 arg0, arg1; void main() { gl_FragColor = step(arg0, arg1); } [test] uniform vec4 arg0 1.0 1.0 0.0 -1.0 uniform vec4 arg1 1.0 0.0 1.0 0.0 draw rect -1 -1 2 2 probe rgb 1 1 1.0 0.0 1.0