tests: Add additional shaders for testing
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index a420c92..3427815 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -762,6 +762,24 @@
             "      vertices[2] = vec2( 0.0,  1.0);\n"
             "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
             "}\n";
+    static const char *vertShader2 =
+            "#version 330\n"
+            "out vec4 color;\n"
+            "out vec4 scale;\n"
+            "void main() {\n"
+            "   vec2 vertices[3];"
+            "      vertices[0] = vec2(-0.5, -0.5);\n"
+            "      vertices[1] = vec2( 0.5, -0.5);\n"
+            "      vertices[2] = vec2( 0.5,  0.5);\n"
+            "   vec4 colors[3];\n"
+            "      colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
+            "      colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
+            "      colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
+            "   color = colors[int(mod(gl_VertexID, 3))];\n"
+            "   scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
+            "   gl_Position = vec4(vertices[int(mod(gl_VertexID, 3))], 0.0, 1.0);\n"
+            "}\n";
+
 
     static const char *vertShader2 =
             "#version 130\n"
@@ -819,9 +837,17 @@
        "   vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
        "   gl_FragColor = color * scale * foo + texColor;\n"
        "}\n";
+    static const char *fragShader2 =
+            "#version 430\n"
+            "in vec4 color;\n"
+            "in vec4 scale;\n"
+            "layout(location = 0) uniform vec4 foo;\n"
+            "void main() {\n"
+            "   gl_FragColor = color * scale + foo;\n"
+            "}\n";
 
     ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
-                                         fragShaderText, ps));
+                                         fragShader2, ps));
 
     ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     ps_stage.pNext = &vs_stage;