text: import { extTextureFloat } from './cap'
  
  const fbo = regl.framebuffer({
    width: 1,
    height: 1,
    colorFormat: 'rgba',
    colorType: extTextureFloat() ? 'float' : 'half float',
    stencil: false,
  })
  
  const pbrFramebufferCommand = regl({ framebuffer: fbo })
  // rember to     fbo.resize(viewportWidth, viewportHeight) on every tick
  const drawToScreen = regl({
    frag: `
  precision highp float;
  varying vec2 uv;
  uniform sampler2D tex;
  const float exposure = 1.0;
  const float gamma = 2.2;
  void main()
  {
      vec3 hdrColor = texture2D(tex, uv).rgb;
      // reinhard tone mapping
      vec3 result = hdrColor / (hdrColor + vec3(1.0));
      // also gamma correct while we're at it
      result = pow(result, vec3(1.0 / gamma));
      gl_FragColor = vec4(result, 1.0);
  }`,
    vert: `
  precision highp float;
  attribute vec2 positions;
  varying vec2 uv;
  void main()
  {
      uv = 0.5 * (positions + 1.0);
      gl_Position = vec4(positions, 0, 1);
  }`,
    attributes: {
      positions: [-4, -4, 4, -4, 0, 4],
    },
    uniforms: {
      tex: fbo,
    },
    depth: { enable: false },
    count: 3,
    // framebuffer: null,
  })
  