[require] GLSL >= 1.20 [vertex shader] #version 120 int i = 1; uniform ivec2 j = ivec2(2,3); ivec3 k = ivec3(4,5,6); const ivec4 l = ivec4(7,8,9,10); void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat4x3 m4 = mat4x3(ivec3(i, j), k, ivec3(l[2]), l.gra); if (m4 == mat4x3(1.0,2.0,3.0, 4.0,5.0,6.0, 9.0,9.0,9.0, 8.0,7.0,10.0)) gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0); else gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0); } [fragment shader file] glsl-color.frag [test] clear color 0.0 0.0 0.0 0.0 clear ortho draw rect 10 10 10 10 probe rgb 15 15 0.0 1.0 0.0