4 [vertex shader passthrough]
8 // we're relying on this being initialized to (0.0, 0.0) since it's going to be
9 // eliminated by nir later, and we can't initialize uniforms in GLSL 1.10
18 gl_FragColor = vec4(0.0, 1.0, 1.0, 1.0);
29 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
33 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
37 clear color 0.3 0.3 0.3 0.0
41 probe all rgba 0.0 1.0 0.0 1.0