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[require]
GLSL >= 1.10

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

[fragment shader]
uniform vec4 arg0;
void main()
{
	gl_FragColor = vec4(dot(arg0.yy, arg0.yy),
			    dot(arg0.xx, arg0.zw),
			    dot(arg0.zw, arg0.xx),
			    dot(arg0.yw, arg0.wy));
}

[test]
uniform vec4 arg0 0.25 0.5 1.0 2.0
draw rect -1 -1 2 2
probe all rgba 0.5 0.75 0.75 1.0