bindTexture(gl.TEXTURE_2D, mutTex);
    for (const mip of range(MIPS)) {
        const size = SIZE >> mip;
        gl.texImage2D(gl.TEXTURE_2D, mip, gl.RGBA8, size, size, 0,
                      gl.RGBA, gl.UNSIGNED_BYTE, null);
    }

    const MAG_FILTERS = [
        'LINEAR',
        'NEAREST',
    ];
    const MIN_FILTERS = [
        ['LINEAR',false],
        ['LINEAR_MIPMAP_LINEAR',true],
        ['LINEAR_MIPMAP_NEAREST',true],
        ['NEAREST',false],
        ['NEAREST_MIPMAP_LINEAR',true],
       