[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat3 m2 = mat3(vec3(3), vec3(3), vec3(3)); mat3 m3 = mat3(ivec3(12-15), ivec3((m2[0][2]>3.0) ? 2 : 1), ivec3(10/3)); if (m3 == mat3(vec3(-3.0), 1.0,1.0,1.0, vec3(3.0))) gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0); else gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0); } [fragment shader] void main() { gl_FragColor = gl_Color; } [test] clear color 0.0 0.0 0.0 0.0 clear ortho draw rect 10 10 10 10 probe rgb 15 15 0.0 1.0 0.0