s subnormal.
    float correct = (1.0e-50 == 0.0) ? 1.0 : 0.0;
    my_FragColor = vec4(0.0, correct, 0.0, 1.0);
}
</script>
<script id="fshaderParsedFloatSmallMantissa" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;

void main()
{
    // GLSL ES 3.00.6 section 4.1.4 Floats:
    // "There is no limit on the number of digits in any digit-sequence."
    // The below float string has 100 zeros after the decimal point, but represents 1.0.
    float x = 0.0000000000000000