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[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 arg[4];
varying vec4 color;
void main()
{
gl_Position = gl_Vertex;
color = arg[1];
}
[fragment shader]
varying vec4 color;
void main()
{
gl_FragColor = color;
}
[test]
uniform vec4 arg[0] 1.0 0.0 0.0 0.0
uniform vec4 arg[1] 0.0 1.0 0.0 0.0
# The linker should optimize these members away, so don't set them.
#uniform vec4 arg[2] 0.0 0.0 1.0 0.0
#uniform vec4 arg[3] 1.0 0.0 1.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 0.0 1.0 0.0
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