[require] GLSL >= 1.30 [vertex shader] #version 130 void main() { gl_Position = gl_Vertex; } [fragment shader] #version 130 uniform vec4 v; void main() { uint posintx = uint(gl_FragCoord.x); uint one = uint(1); gl_FragColor = v; if ((posintx & one) == one) { return; // return for every second pixel } gl_FragColor = vec4(1.0) - v; } [test] uniform vec4 v 0 1 0 1 draw rect -1 -1 2 2 probe rgb 0 0 1 0 1 probe rgb 1 0 0 1 0 probe rgb 2 0 1 0 1 probe rgb 3 0 0 1 0