26 lines
508 B
GLSL
26 lines
508 B
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec3 u_planets[$PLANETS];
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uniform vec3 u_planet_colours[$PLANETS * 2];
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uniform float u_step_interval;
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uniform float u_time;
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varying vec2 v_pos;
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void main() {
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vec3 color = vec3(0.2);
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float dis = 1000000.0;
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for(int i = 0; i < $PLANETS; i++) {
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float d = distance(v_pos, u_planets[i].xy);
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if (d < dis) {
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dis = d;
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color = u_planet_colours[2 * i];
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}
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}
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gl_FragColor = vec4(color, 0.2);
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}
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