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[require]
GLSL >= 1.10

[vertex shader]
void main()
{
	if (gl_Vertex.x >= 30.0)
		gl_FrontColor = vec4(1.0, 0.0, 0.0, 0.0);
	else
		gl_FrontColor = vec4(0.0, 1.0, 0.0, 0.0);
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
void main()
{
	gl_FragColor = gl_Color;
}

[test]
ortho
clear color 0.5 0.5 0.5 0.5
clear
draw rect 10 10 10 10
draw rect 30 10 10 10
probe rgb 15 15 0.0 1.0 0.0
probe rgb 35 15 1.0 0.0 0.0