[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] vec4 mix_lighting(gl_LightSourceParameters l) { return l.constantAttenuation / 2.0 + l.ambient.xwxx; } void main() { gl_FragColor = mix_lighting(gl_LightSource[0]); } [test] draw rect -1 -1 2 2 probe all rgba 0.5 1.0 0.5 0.5