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[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 arg0;
uniform vec4 arg1;
varying vec4 color;
void main()
{
gl_Position = gl_Vertex;
mat4 scale = mat4(arg0.x);
mat4 rot = mat4(0.0, arg0.y, 0.0, 0.0,
arg0.z, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
color = (rot * scale) * arg1;
}
[fragment shader]
varying vec4 color;
void main()
{
gl_FragColor = color;
}
[test]
uniform vec4 arg0 2.0 1.0 -1.0 0.0
uniform vec4 arg1 0.5 -0.25 0.25 0.25
draw rect -1 -1 2 2
probe rgba 1 1 0.5 1.0 0.5 0.5
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