[require] GLSL >= 1.20 [vertex shader] attribute vec4 position; void main () { gl_Position = position; } [fragment shader] void main() { vec4 color; if (gl_FragCoord.x < 250) color = vec4(1.0f, 1.0f, 1.0f, 1.0f); else // changing the color on the line below // affects R600_LLVM=1 output although it shouldn't color = vec4(1.0f,0.0f,0.0f,1.0f); if (gl_FragCoord.x >= 250) { gl_FragColor = vec4(0.0f,1.0f,0.0f,1.0f); } else { gl_FragColor = vec4(color.xyz / 2, 1.0f); } } [test] draw rect -1 -1 2 2 probe all rgba 0.5 0.5 0.5 1.0