[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec4 color; void main() { gl_FragColor = vec4(0.0); vec4 vec = color.xzyw + color.w; /* Test for a bug in the Mesa IR optimizer where MOV source * register channels were considered based on a destination * channel count basis rather than the positions of the * channels in the writemask. */ gl_FragColor.y = vec.z; } [test] uniform vec4 color 0.0 1.0 0.0 0.0 draw rect -1 -1 2 2 probe rgb 1 1 0.0 1.0 0.0