.width = i.width), (t.height = i.height)),
                (n[o] = e({
                  uniforms: { uTexture: e.texture({ data: i, flipY: !0 }) },
                }));
            });
          });
          var i,
            o,
            a,
            u = e({
              vert: "#ifdef GL_ES\nprecision highp float;\n#define GLSLIFY 1\n#endif\n\nattribute vec2 position;\nvarying vec2 uv;\n\nvoid main() {\n  uv = 0.5 * (position + 1.0);\n  gl_Position = vec4(position, 0, 1);\n}",
           