[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const bvec3 x = bvec3(false, false, true); const bvec3 y = bvec3(true, false, false); const bvec3 result = equal(x,y); gl_FragColor = vec4(result, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.0 1.0 0.0