11 /* Like glsl-vs-mat-mul-1.shader_test, but put the result in a
12 * varying so that we don't reassociate the matrix
13 * multiplication to produce two mat * vecs instead of mat *
16 gl_Position = gl_Vertex;
18 mat4 scale = mat4(arg0.x);
19 mat4 rot = mat4(0.0, arg0.y, 0.0, 0.0,
20 arg0.z, 0.0, 0.0, 0.0,
33 gl_FragColor = mat * arg1;
37 uniform vec4 arg0 2.0 1.0 -1.0 0.0
38 uniform vec4 arg1 0.5 -0.25 0.25 0.25
40 probe rgba 1 1 0.5 1.0 0.5 0.5