[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec4 color; void main() { gl_FragColor = (((vec4(0.5, 0.0, 0.0, 0.0) + color) + color) + vec4(-1.0, 0.0, 0.0, 0.0)); } [test] uniform vec4 color 0.25 0.5 0.0 0.0 draw rect -1 -1 2 2 probe all rgba 0.0 1.0 0.0 0.0