function minimum(numInputs, shape) {
  const source = `#version 300 es
precision highp float;

in vec2 outTex;
uniform sampler2D inputs[${numInputs}];
out vec4 outColor;

void main() {
  int out_y = int(float(${shape[0]}) * outTex.y);
  int out_x = int(float(${shape[1]}) * outTex.x);

  float val = texelFetch(inputs[0], ivec2(out_x, out_y), 0).r;
  for (int i = 1; i < ${numInputs}; i++) {
    val = min(val, texelFetch(inputs[i], ivec2(out_x, out_y), 0).r);
  }

  outColor = vec4(val);
}
`

  return source
}
Create GLSL program for merge.Minimum layer

@param {number} numInputs
@param {number[]} shape