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[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const float x = floor(-0.5); const float y = floor(0.0); const float z = floor(0.5); gl_FragColor = vec4(x + 1.7, y, z, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.7 0.0 0.0