precision highp float;
uniform float time;
uniform vec2 resolution;
varying vec3 fPosition;
varying vec3 fNormal;
vec3 U = vec3(0.5,0.3,0.2);
mat3 M = mat3(0.5,0.5,0.1,0.4,0.3,0.2,0.1,0.2,0.7);
void main()
{
for(int n=0;n<=8;n++){
U = M*U;
}
gl_FragColor = vec4(U, 1.0);
}