[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec2 arg0; uniform vec2 arg1; void main() { /* i965 missed that DP2 produced a scalar result like DP3 and * DP4, producing an assert. */ gl_FragColor = vec4(dot(arg0, arg1)); } [test] uniform vec2 arg0 0.5 0.5 uniform vec2 arg1 0.5 0.5 draw rect -1 -1 2 2 probe all rgba 0.5 0.5 0.5 0.5