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[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const bvec4 v = not(bvec4(true, false, true, false)); gl_FragColor = vec4(v); } [test] draw rect -1 -1 2 2 probe all rgba 0.0 1.0 0.0 1.0