reading stdin Compiling shader (258 bytes)... | precision highp float; | uniform vec4 uColor1; | uniform sampler2D samp; | | void main() | { | vec4 uColor2 = texture2DProj(samp, uColor1.xyz, uColor1.w); | float f0 = uColor2.x; | vec4 v = uColor1; | while (f0 > 2.0) { | v = f0 * v; | f0 -= 2.1; | } | gl_FragColor = v; | } compiling fragment shader (258 bytes)... | precision highp float; | uniform vec4 uColor1; | uniform sampler2D samp; | | void main() | { | vec4 uColor2 = texture2DProj(samp, uColor1.xyz, uColor1.w); | float f0 = uColor2.x; | vec4 v = uColor1; | while (f0 > 2.0) { | v = f0 * v; | f0 -= 2.1; | } | gl_FragColor = v; | }