[require] GLSL >= 1.10 [vertex shader] varying vec3 color; uniform vec4 v1; uniform float v2; uniform float v3; void main() { gl_Position = gl_Vertex; color.xyz = v1.xyz; color.y = v2; color.z = v3; } [fragment shader] varying vec3 color; void main() { gl_FragColor = vec4(color, 0.4); } [test] uniform vec4 v1 0.1 0.9 0.9 uniform float v2 0.2 uniform float v3 0.3 draw rect -1 -1 2 2 probe all rgba 0.1 0.2 0.3 0.4