I was playing around with shaders and found this strange bug(?) when using empty variables
//
// A basic fragment shader
//
//Default precision qualifier
precision highp float;
//This represents the current texture on the mesh
uniform lowp sampler2D texture;
//The interpolated vertex color for this fragment
varying lowp vec4 vColor;
//The interpolated texture coordinate for this fragment
varying highp vec2 vTexCoord;
void main()
{
//Sample the texture at the interpolated coordinate
lowp vec4 col = texture2D( texture, vTexCoord ) * vColor;
lowp vec3 shade;
//Set the output color to the texture color
gl_FragColor = vec4(col.rgb * shade, col.a);
}