[require] GLSL >= 1.10 [vertex shader] varying vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec4 vc = vec4(gl_Vertex.x - 2.0, gl_Vertex.x + 2.0, gl_Vertex.y + 2.0, gl_Vertex.y - 2.0); color = clamp(vc, 0.0, 1.0); } [fragment shader] varying vec4 color; void main() { gl_FragColor = color * 0.5 + 0.25; } [test] draw rect -1 -1 2 2 probe all rgba 0.25 0.75 0.75 0.25