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[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
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