8 gl_Position = gl_Vertex;
15 gl_FragColor = vec4(0.0);
17 vec4 vec = color.xzyw + color.w;
18 /* Test for a bug in the Mesa IR optimizer where MOV source
19 * register channels were considered based on a destination
20 * channel count basis rather than the positions of the
21 * channels in the writemask.
23 gl_FragColor.y = vec.z;
27 uniform vec4 color 0.0 1.0 0.0 0.0
29 probe rgb 1 1 0.0 1.0 0.0