1[require]
2GLSL >= 1.10
3
4# GL_ARB_color_buffer_float provides a way to disable vertex color clamping,
5# but without it, the vertex colors must be clamped.
6
7[vertex shader]
8void main()
9{
10	gl_Position = ftransform();
11	gl_FrontColor = vec4(-2, -1, 0.5, 3);		  /* (0, 0,   0.5, 1) */
12	gl_FrontSecondaryColor = vec4(2, 0.5, 1.5, -0.5); /* (1, 0.5, 1,   0) */
13}
14
15[fragment shader]
16uniform vec4 arg0;
17void main()
18{
19	gl_FragColor = (gl_Color + gl_SecondaryColor) * 0.5;
20}
21
22[test]
23draw rect -1 -1 2 2
24probe rgba 1 1 0.5 0.25 0.75 0.5
25