[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec4 color; void main() { /* Test for a bug in the Mesa IR optimizer where source * register values for arithmetic ops were considered based on * a destination channel count basis rather than the positions * of the channels in the writemask. */ gl_FragColor.xzw = vec3(0.0); gl_FragColor.y = color.w + color.y; } [test] uniform vec4 color 0.0 1.0 0.0 0.0 draw rect -1 -1 2 2 probe rgb 1 1 0.0 1.0 0.0