[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const vec3 v1 = vec3(-1.0, 0.0, 0.0); const vec3 v2 = vec3(0.70710678, 0.70710678, 0.0); const vec3 r = reflect(v1, v2); gl_FragColor = vec4(r, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0 1 0