[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { #if 1 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); #elif gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); #endif } [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