# Fill the window with red, then green, then blue.

[require]
GL ES >= 3.0
GLSL ES >= 3.00

[vertex shader]
in vec4 vertex;

void main() {
    gl_Position = vertex;
}

[fragment shader]
precision highp float;
uniform vec4 u_color;
out vec4 color;

void main() {
    color = u_color;
}

[vertex data]
vertex/float/2
-1.0 -1.0
 1.0 -1.0
 1.0  1.0
-1.0  1.0

[test]
uniform vec4 u_color 1.0 0.0 0.0 1.0
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 1.0 0.0 0.0 1.0

uniform vec4 u_color 0.0 1.0 0.0 1.0
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 1.0 0.0 1.0

uniform vec4 u_color 0.0 0.0 1.0 1.0
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 0.0 1.0 1.0
