[require] GLSL >= 1.40 [vertex shader] in vec4 piglit_vertex; void main() { gl_Position = piglit_vertex; } [fragment shader] layout(std140) uniform UB1 { bool b1; }; precision highp float; out vec4 piglit_fragcolor; void main() { piglit_fragcolor = bool(b1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); } [test] uniform int b1 0 draw rect -1 -1 2 2 probe all rgba 0.0 1.0 0.0 1.0