[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] uniform vec4 color; void main() { /* The i965 driver failed when it was faced with a saturate of * a uniform -- https://bugs.freedesktop.org/show_bug.cgi?id=57166 */ gl_FragColor = clamp(color, 0.0, 1.0) * 0.5 + 0.25; } [test] uniform vec4 color -1.0 1.0 2.0 0.0 draw rect -1 -1 2 2 probe all rgba 0.25 0.75 0.75 0.25