Implement ineffectual shader for basis testing.
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@@ -4,6 +4,8 @@
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precision mediump float;
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#endif
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attribute vec4 gl_Color;
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uniform vec2 u_resolution;
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uniform float u_time;
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@@ -42,4 +44,7 @@ void main(){
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color = hsb2rgb(vec3(st.x,1.0,st.y));
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gl_FragColor = vec4(color,1.0);
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gl_FragColor = gl_Color;
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}
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