[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec4 arg0; uniform float arg1; void main() { vec4 R0; R0.xyzw = arg0 + arg1; R0.xyzw = R0.wwww; gl_FragColor.xyzw = clamp(R0.xyzw, 0.0, 1.0); } [test] uniform vec4 arg0 0.0 0.0 0.0 0.5 uniform float arg1 0.0 draw rect -1 -1 2 2 probe all rgba 0.5 0.5 0.5 0.5