[require]
GLSL >= 1.10

[vertex shader]
varying float a;
void main()
{
	a = 1.0;
	gl_Position = gl_Vertex;
}

[fragment shader]
varying float a;
void main()
{
	float f = ceil(a);
	gl_FragColor = vec4(f, 1.0 / f, 0.0, 1.0);
}

[test]
draw rect -1 -1 2 2
probe all rgba 1.0 1.0 0.0 1.0