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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