try {gl.getUniformLocation(pg,255)} catch(e) {} try {var v0 = gl.createShader(gl.FRAGMENT_SHADER)} catch(e) {} try {gl.getShaderSource(v0)} catch(e) {} try {gl.getActiveUniform(pg,0.32)} catch(e) {} try {gl.attachShader(pg,v0)} catch(e) {} try {gl.flush()} catch(e) {} try {gl.uniform2i(0.16,0.32,0.4)} catch(e) {} try {var v1 = gl.createProgram();} catch(e) {} try {gl.getTexParameter(gl.TEXTURE_CUBE_MAP,gl.TEXTURE_WRAP_S)} catch(e) {} try {gl.scissor(gl.getParameter(gl.SCISSOR_BOX)[0], gl.getParameter(gl.SCISSOR_BOX)[1], gl.getParameter(gl.SCISSOR_BOX)[2], gl.getParameter(gl.SCISSOR_BOX)[3])} catch(e) {} try {var v2 = gl.createBuffer();} catch(e) {} try {gl.bindBuffer(gl.ARRAY_BUFFER,v2);} catch(e) {} try {gl.deleteBuffer(0.8)} catch(e) {} try {gl.uniform3iv(8,v2)} catch(e) {} try {var v3 = gl.createRenderbuffer();} catch(e) {} try {gl.bindRenderbuffer(gl.RENDERBUFFER,v3);} catch(e) {} try {gl.isRenderbuffer(v3)} catch(e) {} try {gl.deleteRenderbuffer(v3)} catch(e) {} try {gl.vertexAttrib4f(0,-0.1,8,128,0.16)} catch(e) {} try {gl.stencilOpSeparate(gl.FRONT,gl.INVERT,gl.INVERT,gl.INCR_WRAP)} catch(e) {} try {gl.uniform1iv(4291051535,v2)} catch(e) {} try {var v4 = new Image();} catch(e) {} try {v4.src = "data:image/gif;base64,R0lGODlhCwALAIAAAAAA3pn/ZiH5BAEAAAEALAAAAAALAAsAAAIUhA+hkcuO4lmNVindo7qyrIXiGBYAOw==";} catch(e) {} try {gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X,10000000,8,16,gl.LUMINANCE,gl.UNSIGNED_SHORT_5_5_5_1,v4)} catch(e) {} try {gl.colorMask(gl.getParameter(gl.COLOR_WRITEMASK)[0], gl.getParameter(gl.COLOR_WRITEMASK)[1], gl.getParameter(gl.COLOR_WRITEMASK)[2], gl.getParameter(gl.COLOR_WRITEMASK)[3])} catch(e) {} try {gl.clear(gl.COLOR_BUFFER_BIT|gl.STENCIL_BUFFER_BIT)} catch(e) {} try {gl.texImage2D(gl.TEXTURE_2D,0,0.32,gl.RGB,gl.UNSIGNED_BYTE,new Image())} catch(e) {} try {gl.texParameterf(256,gl.TEXTURE_WRAP_T,64)} catch(e) {} try {gl.getUniform(pg,0)} catch(e) {} try {gl.getAttachedShaders(pg)} catch(e) {} try {gl.blendFuncSeparate(gl.ONE,gl.ONE_MINUS_CONSTANT_COLOR,512,gl.CONSTANT_ALPHA)} catch(e) {} try {gl.getShaderInfoLog(10000000)} catch(e) {} try {gl.getVertexAttrib(0.4,gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)} catch(e) {} try {var v5 = gl.createFramebuffer();} catch(e) {} try {gl.bindFramebuffer(gl.FRAMEBUFFER,v5);} catch(e) {} try {gl.bindFramebuffer(gl.FRAMEBUFFER,256)} catch(e) {} try {var v6 = gl.createShader(gl.VERTEX_SHADER)} catch(e) {} try {gl.copyTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X,2,gl.ALPHA,4291051535,4,1,-1,0)} catch(e) {} try {gl.blendFunc(gl.ONE,16)} catch(e) {} try {gl.attachShader(pg,v6)} catch(e) {} try {gl.getShaderParameter(v0,gl.INFO_LOG_LENGTH)} catch(e) {} try {gl.uniform4f(0,0,0.8,-1,255)} catch(e) {} try {var v7 = gl.createBuffer();} catch(e) {} try {gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,v7);} catch(e) {} try {gl.deleteBuffer(-0.1)} catch(e) {} try {gl.getBufferParameter(8,gl.BUFFER_SIZE)} catch(e) {} try {gl.deleteFramebuffer(v5)} catch(e) {} try {gl.deleteFramebuffer(-1)} catch(e) {} try {gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,32,32,0.32,0,0.2,gl.ALPHA,gl.UNSIGNED_SHORT_4_4_4_4,v2)} catch(e) {} try {gl.drawArrays(gl.LINE_STRIP,-0.1,-0.1)} catch(e) {} try {gl.disable(gl.CULLFACE)} catch(e) {} try {gl.activeTexture(gl.ACTIVE_TEXTURE)} catch(e) {} try {gl.shaderSource(512,undefined)} catch(e) {} try {gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y,4291051535,0,65535,255,0,gl.ALPHA,gl.UNSIGNED_SHORT_4_4_4_4,v7)} catch(e) {} try {gl.checkFramebufferStatus(gl.FRAMEBUFFER)} catch(e) {} try {gl.enable(gl.TEXTURE_2D);} catch(e) {} try {var v8 = gl.createTexture();} catch(e) {} try {gl.bindTexture(gl.TEXTURE_2D,0.4)} catch(e) {} try {gl.blendFuncSeparate(gl.SRC_ALPHA,gl.ZERO,gl.DST_COLOR,gl.ZERO)} catch(e) {} try {gl.frontFace(gl.CW)} catch(e) {} try {gl.uniform2iv(1,v7)} catch(e) {} try {gl.sampleCoverage(8,true)} catch(e) {} try {gl.finish()} catch(e) {} try {gl.uniform4fv(0,v2)} catch(e) {} try {gl.vertexAttribPointer(16,4,gl.SHORT,true,32,32766)} catch(e) {} try {gl.getVertexAttribOffset(65534,gl.GL_VERTEX_ATTRIB_ARRAY_POINTER)} catch(e) {} try {gl.uniformMatrix3fv(0,false,v2)} catch(e) {} try {gl.vertexAttrib2fv(64,v2)} catch(e) {} try {gl.disable(gl.DEPTH_TEST)} catch(e) {} try {gl.enable(gl.GL_POLYGON_OFFSET_FILL)} catch(e) {} try {gl.polygonOffset(0,gl.getParameter(gl.POLYGON_OFFSET_UNITS))} catch(e) {} try {gl.colorMask(gl.getParameter(gl.COLOR_WRITEMASK)[0], gl.getParameter(gl.COLOR_WRITEMASK)[1], gl.getParameter(gl.COLOR_WRITEMASK)[2], gl.getParameter(gl.COLOR_WRITEMASK)[3])} catch(e) {} try {gl.blendFuncSeparate(gl.DST_COLOR,0,gl.ONE,gl.ZERO)} catch(e) {} try {gl.uniform2f(0,32766,0.4)} catch(e) {} try {var v9 = gl.createBuffer();} catch(e) {} try {gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,v2);} catch(e) {} try {gl.sampleCoverage(0.64,true)} catch(e) {} try {var v10 = gl.createShader(0.32)} catch(e) {} try {gl.texSubImage2D(0,0,255,8,gl.RGB,gl.UNSIGNED_SHORT_5_5_5_1,new Image())} catch(e) {} try {var v11 = gl.createRenderbuffer();} catch(e) {} try {gl.bindRenderbuffer(gl.RENDERBUFFER,v11);} catch(e) {} try {gl.isRenderbuffer(v3)} catch(e) {} try {gl.vertexAttrib4fv(0.32,v7)} catch(e) {} try {gl.uniform3i(0,0.64,0,0.8)} catch(e) {} try {gl.enable(gl.GL_POLYGON_OFFSET_FILL)} catch(e) {} try {gl.polygonOffset(64,2)} catch(e) {} try {gl.clearColor(32767,0,16,0.16)} catch(e) {} try {gl.vertexAttrib3fv(8192,32)} catch(e) {} try {gl.getShaderSource(v10)} catch(e) {} try {gl.uniform4i(-1,32768,32,512,0.4)} catch(e) {} try {gl.lineWidth(gl.getParameter(gl.LINE_WIDTH))} catch(e) {} try {gl.vertexAttrib1f(512,8192)} catch(e) {} try {gl.bindRenderbuffer(gl.RENDERBUFFER,v11)} catch(e) {} try {gl.uniform3iv(0,0.4)} catch(e) {} try {gl.uniform3f(0,4,0,2)} catch(e) {} try {gl.attachShader(pg,v0)} catch(e) {} try {gl.renderbufferStorage(gl.RENDERBUFFER,gl.STENCIL_INDEX8,8192,32768)} catch(e) {} try {gl.activeTexture(gl.TEXTURE28308)} catch(e) {} try {gl.blendFunc(gl.ONE_MINUS_DST_COLOR,gl.ONE_MINUS_DST_ALPHA)} catch(e) {} try {gl.getAttachedShaders(pg)} catch(e) {} try {var v12 = gl.createShader(gl.VERTEX_SHADER)} catch(e) {} try {gl.uniform3f(65535,4291051535,512,0.8)} catch(e) {} try {gl.getShaderSource(v12)} catch(e) {} try {gl.clearColor(255,10000000,10000000,0)} catch(e) {} try {gl.activeTexture(gl.TEXTURE0)} catch(e) {} try {gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER,14,v7)} catch(e) {} try {var v13 = gl.createBuffer();} catch(e) {} try {gl.bindBuffer(gl.ARRAY_BUFFER,v13);} catch(e) {} try {gl.isBuffer(null)} catch(e) {} try {gl.compileShader(v0)} catch(e) {} try {gl.linkProgram(v1)} catch(e) {} try {gl.uniform4iv(0,v2)} catch(e) {} try {gl.stencilFuncSeparate(-0.1,10000000,gl.getParameter(gl.STENCIL_REF),1)} catch(e) {} try {gl.enable(gl.DEPTH_TEST)} catch(e) {} try {gl.pixelStorei(gl.PACK_ALIGNMENT,2)} catch(e) {} try {gl.stencilOpSeparate(0.64,gl.REPLACE,gl.INVERT,gl.KEEP)} catch(e) {} try {gl.stencilMask(gl.getParameter(gl.STENCIL_BACK_WRITEMASK))} catch(e) {} try {gl.getTexParameter(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER)} catch(e) {} try {gl.uniform2i(-1,8192,0)} catch(e) {}