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[require]
GLSL >= 1.20

[vertex shader]
void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
void main() {
   const int pi = int(radians(180.0)*100);
   if (pi == 314)
      gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
   else
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

[test]
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0