11 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
13 m1[0] = vec3(1.0, 1.1, 1.2);
14 m1[1] = vec3(2.0, 2.1, 2.2);
15 m1[2] = vec3(3.0, 3.1, 3.2);
16 m1[3] = vec3(4.0, 4.1, 4.2);
17 m2[0] = vec3(5.0, 5.1, 5.2);
18 m2[1] = vec3(6.0, 6.1, 6.2);
19 m2[2] = vec3(7.0, 7.1, 7.2);
20 m2[3] = vec3(8.0, 8.1, 8.2);
23 m2[index-4] = vec3(0.0, 0.1, 0.2);
25 m1[index] = vec3(0.0, 0.1, 0.2);
37 for (int i = 0; i < 4; i++)
38 pass = pass && m1[i] == (index == i ? vec3(0.0, 0.1, 0.2) : vec3(1.0, 1.1, 1.2) + vec3(i));
40 for (int i = 0; i < 4; i++)
41 pass = pass && m2[i] == (index == 4+i ? vec3(0.0, 0.1, 0.2) : vec3(5.0, 5.1, 5.2) + vec3(i));
43 gl_FragColor = pass ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
47 clear color 0.5 0.5 0.5 0.5
53 probe rgb 10 10 0.0 1.0 0.0
57 probe rgb 35 10 0.0 1.0 0.0
61 probe rgb 60 10 0.0 1.0 0.0
65 probe rgb 85 10 0.0 1.0 0.0
69 probe rgb 110 10 0.0 1.0 0.0
73 probe rgb 135 10 0.0 1.0 0.0
77 probe rgb 160 10 0.0 1.0 0.0
81 probe rgb 185 10 0.0 1.0 0.0