[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] void main() { gl_FragColor = mix(vec4(1.0, 0.0, 2.0, 0.0), vec4(0.0, 1.0, 0.0, 2.0), vec4(0.5, 0.5, 0.75, 0.25)); } [test] clear color 0.0 1.0 0.0 0.0 clear ortho draw rect 10 10 10 10 probe rgba 15 15 0.5 0.5 0.5 0.5