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      [require]
GLSL >= 1.10
[vertex shader]
uniform vec4 arg0;
varying mat4 mat;
void main()
{
	/* Like glsl-vs-mat-mul-1.shader_test, but put the result in a
	 * varying so that we don't reassociate the matrix
	 * multiplication to produce two mat * vecs instead of mat *
	 * mat and mat * vec.
	 */
	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);
	mat = rot * scale;
}
[fragment shader]
uniform vec4 arg1;
varying mat4 mat;
void main()
{
	gl_FragColor = mat * arg1;
}
[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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