[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const float zero = refract(0.0, 0.0, 2.0); const vec2 v1 = vec2(-1.0, 0.0); const vec2 v2 = vec2(0.70710678, 0.70710678); const vec2 r = refract(v1, v2, 0.5); gl_FragColor = vec4(r.x + 1.0, r.y + 1.0, zero, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.0885621726633092 0.588562172663309 0