VimUnDoz dcTht;1/Or{;eP9 return compile(gl, shaderTypes[shaderScript.type], src);'4````U_UHG5_UK J5_U#LL5_U5_U$Tprecision mediump float;5_U'T5_ U(Tvarying vec2 vTextureCoord;5_ U)T5_ U*Tuniform sampler2D uSampler;5_ U*T5_ U+ Tvoid main(void) {5_  3U+!T3 gl_FragColor = texture2D(uSampler, vTextureCoord);5_ !U, "T}5_"U/!#T};5_U1T "fragment.glsl": "precision mediump float;\n5_U2S. "fragment.glsl": " precision mediump float;\n5_U3S- "fragment.glsl": "precision mediump float;\n\n5_-U4R0 "fragment.glsl": "precision mediump float;\n \n5_-U4R/ "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n5_/U6QM "fragment.glsl": "precision mediump float;\n\n varying vec2 vTextureCoord;\n5_/U6QL "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\n5_LU8PO "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n \n5_LU9PN "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n5_NU9Ol "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\n uniform sampler2D uSampler;\n5_NU:Ok "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\n5_kU;Nn "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n \n5_kU;Nm "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n5_mU<M "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\n void main(void) {\n5_ mU<M "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n5 gl_FragColor = texture2D(uSampler, vTextureCoord);\n5_! UNL "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n5_ "!USL "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n\tgl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n5_!#"UTK "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n\tgl_FragColor = texture2D(uSampler, vTextureCoord);\n }\n5_"$#UUK "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n\tgl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n};"5_#%$UVJ "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n\tgl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n };"5_$&%U`J "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n\tgl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n};"5_%'&Uv&MM5_&('UyYattribute vec3 aVertexPosition;5_')(U{Yattribute vec2 aTextureCoord;5_(*)U{Y5_)+*U|Yuniform mat4 uMVMatrix;5_*,+U|Yuniform mat4 uPMatrix;5_+-,U} Y5_,.- U}!Yvarying vec2 vTextureCoord;5_-/.!U~ "Y5_.0/"U!#Yvoid main(void) {5_/10#AU"$YA gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);5_021$U#%Y vTextureCoord = aTextureCoord;5_132%U$&Y}5_243%U$&Y}\n5_354%U$&Y}\5_465%U$&Y} "5_576%U$&X} "5_687UX "vertex.glsl": "!attribute vec3 aVertexPosition;\n5_798UW3 "vertex.glsl": " attribute vec3 aVertexPosition;\n5_8:9UW2 "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n5_9;:2UVR "vertex.glsl": "attribute vec3 aVertexPosition;\n attribute vec2 aTextureCoord;\n5_:<;2UVQ "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\n5_;=<QUUT "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n \n5_<>=QUUS "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\n5_=?>SUTm "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\n uniform mat4 uMVMatrix;\n5_>@?SUTl "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n5_?A@lUS "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\n uniform mat4 uPMatrix;\n5_@BAlUS "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\n5_ACBUR "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n \n5_BDCUR "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n5_CEDUQ "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\n varying vec2 vTextureCoord;\n5_DFEUQ "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\n5_EGFUP "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n \n5_FHGUP "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n5_GIHUO "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\n void main(void) {\n5_HJIUO "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\nC gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n5_IKJUN "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n5_JLKUN "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n\tgl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n! vTextureCoord = aTextureCoord;\n5_KMLUM "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n\tgl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n vTextureCoord = aTextureCoord;\n5_LNMUM "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n\tgl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n\tvTextureCoord = aTextureCoord;\n}"5_MONUL! "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n\tgl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n\tvTextureCoord = aTextureCoord;\n }"5_NPOUOL0 var shaderScript = document.getElementById(id);5_OQPUZL" var shaderScript = shaderSrc[id];5_PRQU\L if (!shaderScript) {5_QSR!U_ !$ var src = shaderScript.textContent;5_RTSUJ var src = shaderSrc[id];5_SUTU?J "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n\tgl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n};",5_TVUUJL src: "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\n\tgl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n};",5_UWVUKL type:5_VXWUWM L5_WYXU[M "vertex.glsl": "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n\tgl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n\tvTextureCoord = aTextureCoord;\n}"5_XZYU\N "vertex.glsl": 5_Y[ZUaNN5_Z\[UcO "attribute vec3 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void) {\n\tgl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n\tvTextureCoord = aTextureCoord;\n}"5_[]\Ug P  O5_\^]UlP type: "x-shader/x-fragment",5_]_^$Uz#%P if (!src) {5_^`_$U~#%P if (!ssrc) {5__`'4U&(P9 return compile(gl, shaderTypes[shaderScript.type], src);5_ UJL "fragment.glsl": "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void) {\ngl_FragColor = texture2D(uSampler, vTextureCoord);\n5_U5