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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 = exp(arg0) + vec4(0.132120558828558,
					-0.5,
					-2.218281828459045,
					-6.88905609893065);
}

[test]
uniform vec4 arg0 -1.0 0.0 1.0 2.0
draw rect -1 -1 2 2
probe rgba 1 1 0.5 0.5 0.5 0.5