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[require]
GLSL >= 1.20
[vertex shader]
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
[fragment shader]
void main()
{
const bvec4 v = not(bvec4(true, false, true, false));
gl_FragColor = vec4(v);
}
[test]
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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