t number is too large (small) to be stored as a single precision value, it is converted to positive (negative) infinity"
    float f = 1.0e2048 - u;
    float correct = (isinf(f) && f > 0.0) ? 1.0 : 0.0;
    my_FragColor = vec4(0.0, correct, 0.0, 1.0);
}
</script>
<script id="fshaderNonConstFloatIsNegativeInfinity" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;

uniform float u; // Assumed to have the default value 0.0

void main()
{
    // Out-of-range floats shoul