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[require]
GLSL >= 1.30

[vertex shader]
#version 130
void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
#version 130
uniform int six;
uniform int three;
void main()
{
    int two = six & three;
    int seven = six | three;
    int five = seven & (~two);

    gl_FragColor = vec4(float(two)/10.0, float(seven)/10.0, float(five)/10.0, 1.0);
}

[test]
uniform int six 6
uniform int three 3
clear color 0.0 0.0 0.0 0.0
clear
ortho
draw rect 10 10 10 10
probe rgb 15 15 0.2 0.7 0.5