[require] GLSL >= 1.10 [vertex shader] varying vec4 var; void main() { gl_Position = gl_Vertex; var = gl_Vertex.x * vec4(2, 4, 3, 1) * 20.0; } [fragment shader] uniform vec4 arg0; varying vec4 var; void main() { gl_FragColor = dFdx(var.ywxz); } [test] draw rect -1 -1 2 2 probe rgba 1 1 0.64 0.16 0.32 0.48