[require] GLSL >= 1.10 [vertex shader] uniform float one; uniform int count1, count2; uniform vec4 red; void main() { vec4 array[11]; array[0] = vec4(0.1, 0, 0, 0) * one; array[1] = vec4(0, 0.1, 0, 0) * one; array[2] = vec4(0, 0, 0.1, 0) * one; array[3] = vec4(0, 0.1, 0, 0) * one; array[4] = vec4(0, 0 , 0.1, 0) * one; array[5] = vec4(0, 0, 0.1, 0) * one; array[6] = vec4(0.1, 0, 0, 0) * one; array[7] = vec4(0, 0.1, 0, 0) * one; array[8] = vec4(0, 0.1, 0.1, 0) * one; array[9] = vec4(0.1, 0.1, 0, 0) * one; array[10] = vec4(0.1, 0, 0.1, 0) * one; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; for (int i = 0; i < count1; i++) for (int j = 0; j < count2; j++) array[i*3+j] += red*float(j+1); gl_FrontColor = array[0] + array[1] + array[2] + array[3] + array[4] + array[5] + array[6] + array[7] + array[8] + array[9] + array[10]; } [fragment shader] void main() { gl_FragColor = gl_Color; } [test] ortho clear color 0.25 0.25 0.25 0.25 clear uniform float one 1 uniform vec4 red 0.025 0 0 0 uniform int count1 0 uniform int count2 0 draw rect 10 10 10 10 probe rgb 15 15 0.4 0.5 0.5 uniform int count1 1 uniform int count2 1 draw rect 30 10 10 10 probe rgb 35 15 0.425 0.5 0.5 uniform int count1 3 uniform int count2 1 draw rect 50 10 10 10 probe rgb 55 15 0.475 0.5 0.5 uniform int count1 1 uniform int count2 3 draw rect 70 10 10 10 probe rgb 75 15 0.55 0.5 0.5 uniform int count1 2 uniform int count2 3 draw rect 90 10 10 10 probe rgb 95 15 0.7 0.5 0.5 uniform int count1 2 uniform int count2 4 draw rect 110 10 10 10 probe rgb 115 15 0.9 0.5 0.5 uniform int count1 2 uniform int count2 5 draw rect 130 10 10 10 probe rgb 135 15 1.0 0.5 0.5 uniform int count1 1 uniform int count2 6 draw rect 150 10 10 10 probe rgb 155 15 0.925 0.5 0.5 uniform int count1 4 uniform int count2 1 draw rect 170 10 10 10 probe rgb 175 15 0.5 0.5 0.5 uniform int count1 4 uniform int count2 2 draw rect 190 10 10 10 probe rgb 195 15 0.7 0.5 0.5 uniform int count1 3 uniform int count2 5 draw rect 210 10 10 10 probe rgb 215 15 1.0 0.5 0.5