5 [vertex shader passthrough]
11 float helper = float(gl_HelperInvocation);
12 color = vec4(abs(dFdxFine(helper)), abs(dFdyFine(helper)), helper, 1);
16 clear color 0.2 0.2 0.2 0.2
19 # A single pixel being drawn, guaranteed that both the X and Y
20 # derivatives will be 1.
21 draw rect ortho 0 0 1 1
22 probe rect rgba (0, 0, 1, 1) (1, 1, 0, 1)
24 # A larger rect being drawn, check that the first 2x2 quad, all of
25 # which is definitely going to be covered, actually ended up as all 0's
26 draw rect ortho 2 2 10 10
27 probe rect rgba (2, 2, 2, 2) (0, 0, 0, 1)