#ifdef GL_ES
precision mediump float;
#endif

uniform vec3 u_planets[$PLANETS];
uniform vec3 u_planet_colours[$PLANETS * 2];

uniform float u_step_interval;
uniform float u_time;

varying vec2 v_pos;

void main() {
    vec3 color = vec3(0.2);
    float dis = 1000000.0;

    for(int i = 0; i < $PLANETS; i++) {
        float d = distance(v_pos, u_planets[i].xy);
        if (d < dis) {
            dis = d;
            color = u_planet_colours[2 * i];
        }
    }

    gl_FragColor = vec4(color, 0.2);
}
