/* Test (x+y cmp 0) optimization. */ [require] GLSL >= 1.10 [vertex shader passthrough] [fragment shader] uniform float a; void main() { if ((a - 1.0) >= 0.0) gl_FragColor = vec4(0, 1, 0, 1); else gl_FragColor = vec4(1, 0, 0, 1); } [test] uniform float a 0 draw rect -1 -1 1 2 uniform float a 2 draw rect 0 -1 1 2 probe rgb 125 0 0.0 1.0 0.0 probe rgb 0 0 1.0 0.0 0.0