text: export default function temp(){ return 1;};
  export {initShaderProgram};
  
  function initShaderProgram(GL){
      //Create Program and Shaders
      let shaderId = GL.createProgram();
      var vertId = GL.createShader(GL.VERTEX_SHADER);
      var fragId = GL.createShader(GL.FRAGMENT_SHADER);
      //Load Shader Source (source text are in scripts below)
      var vert = document.getElementById("vertScript").innerHTML;
      var frag = document.getElementById("fragScript").innerHTML;
      //glConsole.log("V: " + vert, "purple");
      //glConsole.log("F: " + frag, "green");
      GL.shaderSource(vertId, vert);
      GL.shaderSource(fragId, frag);
      //Compile Shaders
      GL.compileShader(vertId);
      GL.compileShader(fragId);
      //Check Vertex Shader Compile Status
      if (!GL.getShaderParameter(vertId, GL.COMPILE_STATUS)) {  
          console.log("Vertex Shader Compiler Error: " + GL.getShaderInfoLog(vertId), "red");  
          GL.deleteShader(vertId);
          return null;  
      }
      //Check Fragment Shader Compile Status
      if (!GL.getShaderParameter(fragId, GL.COMPILE_STATUS)) {  
        console.log("Fragment Shader Compiler Error: " + GL.getShaderInfoLog(fragId), "red");  
          GL.deleteShader(fragId);
          return null;  
      }
      //Attach and Link Shaders
      GL.attachShader(shaderId, vertId);
      GL.attachShader(shaderId, fragId);
      GL.linkProgram(shaderId);
      //Check Shader Program Link Status
      if (!GL.getProgramParameter(shaderId, GL.LINK_STATUS)) {
        console.log("Shader Linking Error: " + GL.getProgramInfoLog(shader));
      }
      return shaderId;     
    }