[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec4 arg0; void main() { gl_FragColor = exp(arg0) + vec4(0.132120558828558, -0.5, -2.218281828459045, -6.88905609893065); } [test] uniform vec4 arg0 -1.0 0.0 1.0 2.0 draw rect -1 -1 2 2 probe rgba 1 1 0.5 0.5 0.5 0.5