000000000000000000000000000000000000000000000000000000000000000000000000000000000.0e-100;
    my_FragColor = vec4(0.0, x, 0.0, 1.0);
}
</script>
<script id="fshaderParsedFloatExponentAboveMaxInt" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;

void main()
{
    // Out-of-range floats should overflow to infinity
    // GLSL ES 3.00.6 section 4.1.4 Floats:
    // "If the value of the floating point number is too large (small) to be stored as a single precision value, 