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[require]
GLSL >= 1.10

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

[fragment shader]
uniform vec4 arg0, arg1;
void main()
{
	gl_FragColor = step(arg0, arg1);
}

[test]
uniform vec4 arg0 1.0 1.0 0.0 -1.0
uniform vec4 arg1 1.0 0.0 1.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 1.0 0.0 1.0