[require] GLSL >= 1.10 [vertex shader passthrough] [fragment shader] uniform int value; void main() { int one = int(value); for (int i = 0; i < one * value; i++) { break; } gl_FragColor = vec4(1.0); } [test] uniform int value 1 draw rect -1 -1 2 2 probe rgba 1 1 1.0 1.0 1.0 1.0