#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; uniform bool u_vor; varying vec2 v_pos; void main() { vec3 color = vec3(0.2); if (u_vor) { 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); }