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      [require]
GLSL >= 1.10
[vertex shader]
uniform vec2 arg0;
uniform vec3 arg1;
varying vec3 color;
void main()
{
       gl_Position = gl_Vertex;
       /* try to trigger masked mov for cos */
       vec3 val = arg1;
       val.z = cos(arg0.x);
       color.x = val.z;
        color.yz = val.xy;
}
[fragment shader]
varying vec3 color;
void main()
{
       gl_FragColor = vec4(color, 0.0);
}
[test]
uniform vec2 arg0 0.0 0.0
uniform vec3 arg1 1.0 0.5 1.0
draw rect -1 -1 2 2
probe rgba 1 1 1.0 1.0 0.5 0.0
 
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