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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 = greaterThan(large, small); gl_FragColor = vec4(result, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.0 0.0 1.0