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[require]
GLSL >= 1.20

[vertex shader]
void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
void main() {
   const vec3 small = vec3(1.0, 2.0, 3.0);
   const vec3 large = vec3(0.5, 2.0, 6.0);
   const bvec3 result = equal(large, small);
   gl_FragColor = vec4(result, 1.0);
}

[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0