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precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_points[18]; // Just as an example, adjust the size as needed.
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float d = -0.2;
for (int i = 0; i < 18; i++) {
if (length(st - u_points[i]) < d) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
return;
}
}
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // Render everything else as green
}