[require] GLSL >= 1.20 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { const float one = tan(0.785398163397448); const float sqrt3 = tan(1.0471975511965976); const float zero = tan(0.0); gl_FragColor = vec4(zero, one, sqrt3 - 1.0, 1.0); } [test] draw rect -1 -1 2 2 probe all rgb 0.0 1.0 0.7320508075688772