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[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] uniform vec4 color; void main() { gl_FragColor = -color; } [test] uniform vec4 color 1.0 -1.0 0.0 0.0 draw rect -1 -1 2 2 probe rgb 1 1 0.0 1.0 0.0