[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const vec3 v = vec3(7.0, 22.0, 20.0); const vec3 r = smoothstep(14.0, 22.0, v); gl_FragColor = vec4(r, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.0 1.0 0.84375